tdog158
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| Joined: 08 Jul 2008 |
| Total Posts: 5413 |
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| 08 Feb 2010 04:44 PM |
function died() local skull=game.Lighting.Skull:clone() skull.Parent=Workspace skull.Position=game.Workspace.SkullDropper.Position skull:BreakJoints() end script.Parent.Character.Humanoid.Died:connect(died)
It won't work or give me any output O_o |
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| 08 Feb 2010 04:45 PM |
skull.Position=this? try skull.Position=Vector3.new(game.Workspace.SkullDropper.Position) |
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| 08 Feb 2010 04:46 PM |
you can't create a vector using a vector =P
wha tis the script's parent. |
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tdog158
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| Joined: 08 Jul 2008 |
| Total Posts: 5413 |
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| 08 Feb 2010 04:46 PM |
| No...b.Position=c.Position has always worked for me |
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| 08 Feb 2010 04:47 PM |
maybe it's dropping inthe wrong position?
djwhizzkid --(on iPod touch with roblox)-- |
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tdog158
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| Joined: 08 Jul 2008 |
| Total Posts: 5413 |
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| 08 Feb 2010 04:48 PM |
Mainscript
function ent(pla) script.OnDied:clone().Parent=pla pla.OnDied.Disabled=false end game.Players.ChildAdded:connect(ent)
That scripts child is:
function died() local skull=game.Lighting.Skull:clone() skull.Parent=Workspace skull.Position=game.Workspace.SkullDropper.Position skull:BreakJoints() end script.Parent.Character.Humanoid.Died:connect(died) |
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| 08 Feb 2010 04:48 PM |
"skull.Position=Vector3.new(game.Workspace.SkullDropper.Position)" wow...
Your problem probably is where you put the script. If you put it inside the character's workspace model, then change your connection line to "script.Parent.Humanoid.Died:connect(died)" |
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| 08 Feb 2010 04:49 PM |
two problems,
1. changes to the script's properties do not take affect until the parent is changed
2. the Player appears before the character |
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tdog158
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| Joined: 08 Jul 2008 |
| Total Posts: 5413 |
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| 08 Feb 2010 04:49 PM |
I put it in the player, not the character, because if I did that, I would have to clone it in-IDEA- every time.
brb |
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tdog158
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| Joined: 08 Jul 2008 |
| Total Posts: 5413 |
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| 08 Feb 2010 04:50 PM |
| UMG I know why, the player enters BEFORE the character PHAIL!!! |
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| 08 Feb 2010 04:50 PM |
| If you do put it inside the character's physical model, then you will need to make sure every character who you want to activate the affect has the script inside of them. |
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| 08 Feb 2010 04:53 PM |
@tdog wow. did BetterThenU not say that 2 post before u? wow... |
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tdog158
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| Joined: 08 Jul 2008 |
| Total Posts: 5413 |
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| 08 Feb 2010 04:55 PM |
I didn't see that, but I remember GoldenUrg telling me that, and this is the WORKING script I have now:
function ent(pla) function charadded() function died() local skull=game.Lighting.Skull:clone() skull.Parent=Workspace skull.Position=game.Workspace.SkullDropper.Position end pla.Character.Humanoid.Died:connect(died) end pla.CharacterAdded:connect(charadded) end game.Players.ChildAdded:connect(ent) |
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