Dunker11
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| Joined: 16 May 2009 |
| Total Posts: 3070 |
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| 23 Apr 2013 11:09 AM |
How do I make an item break when it is shot by a rocket launcher? It is named "Chinook" and I want it so that when it gets shot by "RPG" it gets blown up on that spot and breaks up. Is it a setting in the properties section of the vehicle, Chinook, or in the scripting of one part?
Thank you and please respond with as MUCH detail as you can as I am not a scripter. Thank you!
PS. The model of the Chinook is not mine so don't ask how I scripted that. I didn't.
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| 23 Apr 2013 11:16 AM |
Find the spot in the script where it hits something and starts asking if it is Human, and stuff.....
Ask if it is a "Chinook"; blow it to smitherines....
Love & Peace, Bri
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eletrowiz
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| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
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| 23 Apr 2013 11:19 AM |
Find the part of the script that says
if hit.Parent:FindFirstChild("Humanoid") and so on.
Right above it put this
if hit.Parent.Name=="Chinook" then hit.Parent:BreakJoints() end
-={3137}=- |
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Dunker11
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| Joined: 16 May 2009 |
| Total Posts: 3070 |
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| 23 Apr 2013 11:21 AM |
How do I ask if it's a Chinook? I know nothing about scripting except simple things. My most advanced script is:
while true do game.Workspace.Light2.Transparency=.4 game.Workspace.Light2.Color = Color3.new(190, 190, 190)
wait(3) game.Workspace.Light2.Transparency=.2 game.Workspace.Light2.Color = Color3.new(255, 255, 0)
wait(.05) game.Workspace.Light2.Transparency=.4 game.Workspace.Light2.Color = Color3.new(190, 190, 190)
end
So I have no idea... |
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Dunker11
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| Joined: 16 May 2009 |
| Total Posts: 3070 |
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eletrowiz
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| Joined: 08 Dec 2008 |
| Total Posts: 12438 |
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| 23 Apr 2013 11:22 AM |
Do you want the Chinook to blow up itself up, or the RPG to blow up the Chinook?
-={3137}=- |
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