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| 16 Jan 2013 02:30 PM |
Info: Hi. Im working on a new game called Destroy the Objects. a Forcefield is required on enter so people can't get rocketed.
Script that needs fixing:
wait(1) game.Players.Instance.new.("ForceField")
If anybody reports a fixed forcefield script, otherwise perm-forcefield, would be a big help and mentioned in my game's description. |
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| 16 Jan 2013 02:35 PM |
Make sure it's a local script and put it in the starterpack.
wait(1); Instance.new("ForceField", game.Players.LocalPlayer.Character); |
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| 16 Jan 2013 02:39 PM |
game.Players.PlayerAdded:connect(function(p) p.CharacterAdded:connect(function(char) game.Lighting.ForceField:Clone.Parent = char end) end)
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| 16 Jan 2013 02:40 PM |
| wait i gotta fix the clone thing |
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| 16 Jan 2013 02:40 PM |
-- here: game.Players.PlayerAdded:connect(function(p) p.CharacterAdded:connect(function(char) game.Lighting.ForceField:Clone().Parent = char end) end) -- ok this is the script! |
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| 16 Jan 2013 02:41 PM |
| Why would a forcefield be in lighting? |
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zars15
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| Joined: 10 Nov 2008 |
| Total Posts: 9999 |
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| 16 Jan 2013 02:42 PM |
| @unequal. It's actually more efficient to create new force field, than copying it from lighting. |
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| 16 Jan 2013 02:42 PM |
| thats the service i use for cloning things to put in game. workspace |
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zars15
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| Joined: 10 Nov 2008 |
| Total Posts: 9999 |
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| 16 Jan 2013 02:43 PM |
| But not simple objects like force-field... |
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| 16 Jan 2013 03:31 PM |
@OP;
I believe you can edit FF time on the spawns. |
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| 16 Jan 2013 05:19 PM |
| But I don't think you can edit it to be infinity, haha. |
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| 16 Jan 2013 07:19 PM |
| Spawn.ForceFieldTime = math.huge; |
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