LetsAllGo
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| Joined: 10 Oct 2012 |
| Total Posts: 182 |
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| 06 Jun 2017 01:09 PM |
block = script.Parent
if script.Parent.Parent:FindFirstChild('readyBool').Value then script.Parent.Touched:connect(function(Hit) if Hit.Parent:FindFirstChild('Humanoid') ~= nil and Hit.Parent:FindFirstChild('Humanoid').Health > 0 and script.Parent:FindFirstChild('activated').Value ~= true then script.Parent:FindFirstChild('activated').Value = true block.CanCollide = false for i= 1, 500 do block.Position = block.Position - Vector3.new(0, 1, 0) wait() end block:Destroy() end end) end
As you can see in the script I disable CanCollide, and in-game it shows it is disabled on the part, so why does it still bounce off the player? Feel free to test my script around in-game to see what currently happens. Thank you for the assistance as I have been sitting here for a while testing, and thinking to myself "What is the problem?"
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LetsAllGo
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| Joined: 10 Oct 2012 |
| Total Posts: 182 |
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| 06 Jun 2017 01:10 PM |
Forgot to mention, the purpose of the script is for the block to fall thru the world when a player touches it.
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| 06 Jun 2017 01:29 PM |
Try this script :
script.Parent.Touched:connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then if script.Parent.Parent.readybool.Value then if script.Parent.activated.Value ~= true and hit.Parent.Humanoid.Health > 0 then script.Parent.activated.Value = true script.Parent.CanCollide = false for i = 1, 500 do script.Parent.CFrame = script.Parent.CFrame - Vector3.new(0, 1, 0) wait() end script.Parent:Destroy() end end end end) |
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LetsAllGo
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| Joined: 10 Oct 2012 |
| Total Posts: 182 |
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| 06 Jun 2017 01:39 PM |
The CFrame worked, thanks!
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| 06 Jun 2017 01:40 PM |
| bcuz position doesnt ignore obstructions |
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