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| 04 Nov 2011 10:05 AM |
| Is there a way to let something happen when a brick is hitten by fire? |
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MrChubbs
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| Joined: 14 Oct 2010 |
| Total Posts: 4969 |
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| 04 Nov 2011 10:07 AM |
Hitted and hitten?
if hit:findFirstChild("Fire") then --Change hit to your touched designation.
end
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| 04 Nov 2011 10:10 AM |
Yeah, sorry my fault :3
That makes it happen if a brick, with a child that called fire, hits it. |
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MrChubbs
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| Joined: 14 Oct 2010 |
| Total Posts: 4969 |
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| 04 Nov 2011 10:11 AM |
| Well Fire cannot be outside a brick. |
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| 04 Nov 2011 10:14 AM |
| No, that's true, but my question was if I could let something happen if it is touched by fire. |
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MrChubbs
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| Joined: 14 Oct 2010 |
| Total Posts: 4969 |
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| 04 Nov 2011 10:25 AM |
| Fire is an Affect not a part, so no, but you could use a proximity script. |
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| 04 Nov 2011 10:39 AM |
| f = Instance.new("Fire", Game.Workspace.Brick) |
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| 04 Nov 2011 10:39 AM |
| f = Instance.new("Fire", Game.Workspace.AbdallahBakri1234.Head) |
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| 04 Nov 2011 10:39 AM |
| That's creating fire... Btw 'game' is never with a capital... |
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2WOOF2
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| Joined: 07 Aug 2009 |
| Total Posts: 3444 |
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| 04 Nov 2011 10:41 AM |
You can't. Try using magnitude for it to have the EFFECT of it hitting, though?
¤שׂøøŦ¤ The Rich Zombie ¤ |
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| 07 Nov 2011 06:13 AM |
f = Instance.new("Fire", game.Workspace.AbdallahBakri1234.Head)
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| 07 Nov 2011 06:14 AM |
@2WOOF2 He Can also you should know my script work in Script Builder ONLY |
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| 07 Nov 2011 07:40 AM |
script.Parent.Touched:connect(function(hit) local plyr = hit.Parent local hum = plyr:findFirstChild("Humanoid") if hum == true then local tors = hit.Parent:findFirstChild("Torso") local fiah = Instance.new("Fire",tors) for i = 1, 10 do hum:TakeDamage(2) end end end) |
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| 07 Nov 2011 07:43 AM |
db = false script.Parent.Touched:connect(function(hit) local plyr = hit.Parent local hum = plyr:findFirstChild("Humanoid") if hum and not db then db = true local tors = hit.Parent:findFirstChild("Torso") local fiah = Instance.new("Fire",tors) for i = 1, 10 do wait(1) db = false hum:TakeDamage(2) end end end) |
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