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Re: The bullet isn't subtracting health...

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breifmanny is not online. breifmanny
Joined: 23 Dec 2011
Total Posts: 341
25 Jul 2016 01:00 PM
while true do
wait(1)
bullet = Instance.new("Part", workspace)
bullet.CanCollide = false
bullet.CFrame = CFrame.new(-51, 7, 3)
bullet.Anchored = true
bullet.BrickColor = BrickColor.new("Bright yellow")
bullet.Size = Vector3.new(0.5, 0.5, 5.56)
for i=1, 30 do
bullet.CFrame = bullet.CFrame + Vector3.new(0, 0, -5)
wait(0.01)
end
bullet:Destroy()
end

function onTouch(Hit)
if Hit.parent:findFirstChild("Humanoid") ~= nil then
Hit.Parent:findFirstChild("Humanoid").Health = Hit.Parent:findFirstChild("Humanoid").Health - 25
end
end
bullet.Touched:connect(onTouch)

this spawns a bullet near a part and it supposed to fly outward, and if u make contact with it you lose 25 health. It's not subtracting the health from the player... Could someone help?
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
25 Jul 2016 01:09 PM
Hit.parent:findFirstChild("Humanoid")

Capitalize Parent

Also use Humanoid:TakeDamage(25)

:)


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breifmanny is not online. breifmanny
Joined: 23 Dec 2011
Total Posts: 341
25 Jul 2016 01:16 PM
@Soybeen it's not working still...

function onTouch(Hit)
if Hit.Parent:findFirstChild("Humanoid") ~= nil then
Hit.Parent:findFirstChild("Humanoid"):TakeDamage(25)
end
end
bullet.Touched:connect(onTouch)
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:18 PM
use raycasting.


- pyth_n
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
25 Jul 2016 01:21 PM
I would use Raycasting too

Also the problem is resultant of your Touched function being outside of the portion that creates the bullet

So "linguistically" your code is saying:

- make a bullet
- destroy the bullet
- if the bullet touches anything, do damage

You need it to say

- make a bullet
- if the bullet touches anything, do damage
- destroy the bullet

So change your .Touched function to

bullet.Touched:connect(function(hit)
if hit.Parent:findFirstChild("Humanoid") then
hit.Parent:FindFirstChild("Humanoid"):TakeDamage(25)
end
end)

and put it right after you make the bullet instead of outside the loop.


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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:22 PM
Touch event does not work with cframe to do the damage you would cast a ray whenever your clicking and if the ray hits the player then subtract damage

Or

you could calculate the distance between the bullet and the player everytime it moves and once the distance is at a fair amount then take damage
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
25 Jul 2016 01:23 PM
That's true, you will need to change the Vector3 position of the bullet to damage the player, IIRC


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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:24 PM
What do you mean by change the vector 3 position?

if he uses vector3 inside of cframe then the bullet will go ontop of anything it collides with
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:25 PM
ray

cas
ting


- pyth_n
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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:25 PM
ray casting would work but i think calculating distance between the bullet and the player is far easier
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ISHOOTPPL is not online. ISHOOTPPL
Joined: 06 Dec 2014
Total Posts: 109
25 Jul 2016 01:28 PM
Raycasting or BodyPosition/Velocity + Gyro is the way to go.


--Side note: :TakeDamage() is deprecated I'm pretty sure
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:28 PM
ray casting would work but i think calculating distance between the bullet and the player is far easier



https://www.youtube.com/watch?v=WjBzRletLws


- pyth_n
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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:36 PM
? Why would you use raycast when you can just do some simple subtraction to calculate distance?
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:39 PM
oh my god someone educate him i cant risk saying something mean and getting banned again


- pyth_n
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Skellobit is not online. Skellobit
Joined: 13 Apr 2016
Total Posts: 12758
25 Jul 2016 01:39 PM
exactly how I feel sometimes

Formerly ToxicDominator - add 17,509 posts
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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:41 PM
So instead of trying to correct me on my mistake that could potentially help me while making my own things I don't see how you have to say rude comments to educate me I don't mind taking some helpful advice
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:42 PM
because you're not going to learn anything because you're not smart enough for programming, no offense.


- pyth_n
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ISHOOTPPL is not online. ISHOOTPPL
Joined: 06 Dec 2014
Total Posts: 109
25 Jul 2016 01:43 PM
Here goes @pyth_n

Ok. If you're going to embark on a project like making a gun first of all look up on google "roblox how 2 mak gun" and you will be directed to the wiki. From there change the damn variables on the color and crap and if you can't do that then you need to go back to the hospital and be born again. Thank you for reading..

I hope that helps @pyth_n, never been banned before :)
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
25 Jul 2016 01:45 PM
@Thedagz Ignore the internet trolls.

If they come to Scripters to belittle people with legitimate questions, then they don't deserve the time of day.


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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:46 PM
So for some reason you think raycasting on a moveing bullet would work how..?

As for the script above we don't know if his making a gun that why I don't believe ray casting is a good idea ALSO if he was making a gun his gun script so far does not look like a ray cast gun

All it doing is making parts in a loop then moving them with CFrame

So please explain to me how would raycast work in this circumstance
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:48 PM
"So for some reason you think raycasting on a moveing bullet would work how..?"


you know nothing about raycasting.
phantom forces uses raycasting.
redux uses raycasting
flux uses raycasting
impulse uses raycasting.



every decently respectable gun engine i've seen uses raycasting.


- pyth_n
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ISHOOTPPL is not online. ISHOOTPPL
Joined: 06 Dec 2014
Total Posts: 109
25 Jul 2016 01:48 PM
Well the only other way is with BodyGyro and BodyVelocity.
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pyth_n is not online. pyth_n
Joined: 21 Jun 2016
Total Posts: 1322
25 Jul 2016 01:49 PM
@Soybeen,

He knows jack squat and you know it.


- pyth_n
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ISHOOTPPL is not online. ISHOOTPPL
Joined: 06 Dec 2014
Total Posts: 109
25 Jul 2016 01:50 PM
Newbie gun maker's backbone: http://wiki.roblox.com/index.php?title=Making_a_ray-casting_laser_gun
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Thedagz is not online. Thedagz
Joined: 10 Mar 2012
Total Posts: 798
25 Jul 2016 01:51 PM
I can agree that all of those games use ray casting for those guns

However the way those guns work is that they cast a ray

then make a bullet move along with that ray

But then how do they take damage?

They calculate the distance between the bullet and the player...

(Assuming that the bullet actually moves)

Most ray cast guns will automatically damage the player if the ray hits the player

This is when the bullet doesn't move and just make a brick and change the size.

There are also some guns that use raycast and make there bullet moves but they damage the player before the bullet even hits them...

And Again Phantom forces still calculate the distance between the bullet and the player

It seems like you don't know anything about Gun mechanics lol
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