I am not sure where to start so asking for some help. I want to create a script that detect if a certain mesh is hit by players right hand. Every time the mesh is hit I want to increase points for player by 1.
Anyone who can nudge me in the right direction here?
Thanks!
EDIT:
I have added this script in StarterCharacterScripts:
game.Players.LocalPlayer.Character:WaitForChild("RightHand").Touched:Connect(function(hit)
local part1 = workspace.CoinsClouds["Meshes/SackOfGoldNoCoins1"]
part1.Touched:Connect(function(hit)
if hit.Name == "RightHand" then
print(hit.Name)
end
end)
end)
This will register when I bump into the part with the right hand, BUT it will register it 5-20 times in a split second every time I bump into the part with the right hand. See attached image. Anyone know why? I would like it to register only once when the right hand is bumped against the part, or even better, only when the user punch the part/mesh. I have tried to add a wait after RightHand is found, but that doesn't work.
PS! I don't know if this is the right way to script it...
Below is an example of the code you would use. It will check if your part is touched by either the right or left hand and it will run whatever is inside of your if statement, in this case it will increase whatever your score is by 1.
local part = workspace.Part -- reference the part here
local debounce = false --used to check for debounce
part.Touched:Connect(function(hit)
if hit.Name == "RightHand" or "LeftHand" then -- checks if a hand touched it
if not debounce then --Check that debounce variable is not true
debounce = true --currently touching the part
print("hit")
wait(1)
debounce = false
end
end
end)
In relation to your new question it is to do with debounce. Roblox has an entire article on it here: https://developer.roblox.com/en-us/articles/Debounce
Basically you would have to add a new if statement to check that the player isn't already touching this part if it is it wont repeat the what is inside the if statement. The code sample above has been edited to work with debounce.
Related
I am trying to create a multistory maze. I found it fairly easy to create the first level, then I realized I had no idea how to simply raise this first level up in order to create a second level beneath it.
Also, is there a way to 'fuse' all of these wall parts into one object and then raise this object up?
Edit: Much to my embarrassment, their is a way to fuse objects. The 'Union' tool is what I needed, but had no idea existed. I 'fused' (unioned) the various parts that made up my walls and joined them together into one big part. After that unioning, moving the entire maze upwards became quite easy.
I don't understand your problem but I think that you're making a 3D maze in roblox and you want the first level to go up and the second level to form below the level.
If the maze is NOT procedurally generated AND the maps are built by hand. Then you can make the script detect if the player won, and then raise the first level by either using tween or using loops (I'd recommend tween because loops and linear tweening does the same), and then make an effect that shows it forming (Transparency, parts coming back together, etc..).
I will show you the simplest example. But you can add whatever you want
local ts = game:GetService("TweenService")
local ti = TweenInfo.new(0.5, Enum.TweenStyle.Linear, Enum.TweenDirection.Out) --Customize it to your liking
local levels = game.LevelStorageParent.LevelFolderOrModelHere:GetChildren()
local pos = workspace.Level1.Position --Change (Not the levels because we are not cloning this)
local levelYRaise = 10 --Put any number or just get bounding box for full raise
ts:Create(workspace.Level1, ti, {Position = Vector3.new(pos.X, pos.Y+levelYRaise, pos.Z):Play()
local newLevel = levels.Level2:Clone()
newLevel.Parent = workspace
newLevel.Pos = workspace.Level1.Position - Vector3.new(0, workspace.Level1.Size.Y, 0)
newLevel.Transparency = 1
ts:Create(newLevel, ti, {Transparency = 0}):Play()
Change the code to your liking and your hierarchy names and parenting
Is there a way to raise a flag on the Navmesh navigation end, or to use a callback when it finish?
I want to run a function when my objection reach to the desire position, I can check on every frame update if the navigation has finished but I want a more elegant and efficient solution.
Thanks.
It depends what you mean by "ends", if you want to know when a path is no longer available for the NavAgent, you can use pathStatus, for example you could write:
if(myNavAgent.pathStatus != NavMeshPathStatus.PathComplete) {
// Do stuff
}
If you me reaching a location such as a "waypoint" you can use myNavAgent.remainingDistance then check if it is less than a certain value.
Here's the unity NavAgent scriptingAPI doc link: https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent.html
If this doesn't work, let me know!
I have Thought the same question and i couldn't find a callback, However i managed to solve with triggers. For example if my agent goes point a, i put trigger that position and when my agent touches it i stopped agent.
I am using a script to set cancollide = true and transparency = 0, but i cant climb the truss. but when I'm already in testing mode (in studio) and i drag in the same truss, i can climb it, and i am looking at properties, its same, both anchored is true, they are touching same parts, i dont know why this is happening. Please help thanks :)by the way, i am making tycoon and this is script i am using:
wait(1)
amount = 0 -- cost of model
owner = script.Parent.Parent.Owner
local stun = false
pcall(script.Parent.Head.Touched:connect(function(hit)
if hit.Parent ~= nil then
player = game.Players:findFirstChild(hit.Parent.Name)
if not stun and player ~= nil then
if player.Name == owner.Value then
if player:findFirstChild("leaderstats") ~= nil then
stats = player:findFirstChild("leaderstats")
if stats.Money.Value >= amount then
stun = true
stats.Money.Value = stats.Money.Value - amount
script.Parent.ladder.CanCollide = true
script.Parent.ladder.Transparency = (0)
script.Parent.Head:Remove()
wait(1)
stun = false
end
end
end
end
end
end))
dont worry about other stuff, it works, its just this part that matters now:
script.Parent.ladder.CanCollide = true
script.Parent.ladder.Transparency = (0)
script.Parent.Head:Remove()
Please help :( this is the problem with the ladder using script not working and same dragged in from toolbox truss working, iv done this with many trusses and ladders and same result :(
So, a error I noticed in your code, is that you erase your Character's Head, which would kill your character, or possibly throw a error if the .Touched event fires two times.
There are many efficency errors in this script, such as .Transparency = (0), or doing script.Parent.ladder instead of using variables, but it really is no problem most of the times. Something you could try, is to use Instance.new() to create the ladder.If this game is FilteringEnabled on (Expermiental mode off), please note your script won't work as intended if it is a LocalScript, it will only work well on Server-Side (aka, a normal Script instead of a LocalScript)
How do I make a script if somebody touched a brick and then maybe a GUI then shows subtitles for like a few seconds and goes the downside of your screen? (like credits after a movie)
I know the first part of creating this but I do not know the GUI part. For the first part, I think you should do something like this...
local Part = script.Parent -- This would define the part that is to be touched.
function onTouch(Brick) -- Starts the onTouch function which sends us "Brick", the triggering object.
local Player = Brick.Parent:findFirstChild("Humanoid") -- Finds Humanoid in Brick.
if (Player ~= nil) then -- Checks if the player is a real Player.
print("Hello World"")
end
end
Replace the print("Hello World!") line with the code from the GUI if you know it.
Regards, Shay!
Im trying to make it so after a player touches a certain brick it falls,that part works.But what I want it to do is to respawn after a set amount of time and the old one be destroyed.Im trying to make an obby with falling bricks.I have no clue what to do
That's pretty easy, all you need to do is add a wait() and then once it's waited said amount of time make it change the position of the block back to what it was. Here:
function onTouched(humanoid)
wait(3)
script.Parent.Position = Vector3.new(0.57, 1.2, 1.23)
end
script.Parent.Touched:connect(onTouched)
Put this script in the brick you want 'regenerated' and change the wait and position to what you want.