Hello scripters! I am making a game like dungeon quest and I need to make the damage script inside of my rocket launcher to only do damage to models that have a humanoid named "Zombie" and not to do damage to models that have a humanoid named "Humanoid" So I have been modifying the script that does damage to a humanoid. So I have made there is a variable that says what humanoid is. So it used to be this:
local function FindCharacterAncestor(subject)
if subject and subject ~= workspace then
local Humanoid = subject:FindFirstChildOfClass('Humanoid')
if Humanoid then
return subject, Humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
I changed it to :
local function FindCharacterAncestor(subject)
if subject and subject ~= workspace then
local Humanoid = subject:FindFirstChildOfClass('Zombie')
if Humanoid then
return subject, Humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
So when I do this then I shoot the zombies and it one shots them which already is not what i want but ALSO it one shots me too! I dont know why this is happening and would like some help. There are two scripts one that launches the rocket and one that makes the explosion and does the damage.
Here is the launch script (Which is inside of the tool)
-----------------
--| Constants |--
-----------------
local GRAVITY_ACCELERATION = workspace.Gravity
local RELOAD_TIME = 1.5 -- Seconds until tool can be used again
local ROCKET_SPEED = 60 -- Speed of the projectile
local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534'
local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25)
local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
-----------------
--| Variables |--
-----------------
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')
local MyPlayer
local Tool = script.Parent
local ToolHandle = Tool:WaitForChild("Handle")
local MouseLoc = Tool:WaitForChild("MouseLoc",10)
local RocketScript = script:WaitForChild('Rocket')
local SwooshSound = script:WaitForChild('Swoosh')
local BoomSound = script:WaitForChild('Boom')
--NOTE: We create the rocket once and then clone it when the player fires
local Rocket = Instance.new('Part') do
-- Set up the rocket part
Rocket.Name = 'Rocket'
Rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
Rocket.Size = ROCKET_PART_SIZE
Rocket.CanCollide = false
-- Add the mesh
local mesh = Instance.new('SpecialMesh', Rocket)
mesh.MeshId = MISSILE_MESH_ID
mesh.Scale = MISSILE_MESH_SCALE
-- Add fire
local fire = Instance.new('Fire', Rocket)
fire.Heat = 5
fire.Size = 2
-- Add a force to counteract gravity
local bodyForce = Instance.new('BodyForce', Rocket)
bodyForce.Name = 'Antigravity'
bodyForce.Force = Vector3.new(0, Rocket:GetMass() * GRAVITY_ACCELERATION, 0)
-- Clone the sounds and set Boom to PlayOnRemove
local swooshSoundClone = SwooshSound:Clone()
swooshSoundClone.Parent = Rocket
local boomSoundClone = BoomSound:Clone()
boomSoundClone.PlayOnRemove = true
boomSoundClone.Parent = Rocket
-- Attach creator tags to the rocket early on
local creatorTag = Instance.new('ObjectValue', Rocket)
creatorTag.Value = MyPlayer
creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats
local iconTag = Instance.new('StringValue', creatorTag)
iconTag.Value = Tool.TextureId
iconTag.Name = 'icon'
-- Finally, clone the rocket script and enable it
local rocketScriptClone = RocketScript:Clone()
rocketScriptClone.Parent = Rocket
rocketScriptClone.Disabled = false
end
-----------------
--| Functions |--
-----------------
local function OnActivated()
local myModel = MyPlayer.Character
if Tool.Enabled and myModel and myModel:FindFirstChildOfClass("Humanoid") and myModel.Humanoid.Health > 0 then
Tool.Enabled = false
local Pos = MouseLoc:InvokeClient(MyPlayer)
-- Create a clone of Rocket and set its color
local rocketClone = Rocket:Clone()
DebrisService:AddItem(rocketClone, 30)
rocketClone.BrickColor = MyPlayer.TeamColor
-- Position the rocket clone and launch!
local spawnPosition = (ToolHandle.CFrame * CFrame.new(5, 0, 0)).p
rocketClone.CFrame = CFrame.new(spawnPosition, Pos) --NOTE: This must be done before assigning Parent
rocketClone.Velocity = rocketClone.CFrame.lookVector * ROCKET_SPEED --NOTE: This should be done before assigning Parent
rocketClone.Parent = workspace
rocketClone:SetNetworkOwner(nil)
wait(RELOAD_TIME)
Tool.Enabled = true
end
end
function OnEquipped()
MyPlayer = PlayersService:GetPlayerFromCharacter(Tool.Parent)
end
--------------------
--| Script Logic |--
--------------------
Tool.Equipped:Connect(OnEquipped)
Tool.Activated:Connect(OnActivated)
Here is the damage script which i have modified the humanoid variable to only attack zombies (Which is inside of the launch script)
-----------------
--| Constants |--
-----------------
local BLAST_RADIUS = 8 -- Blast radius of the explosion
local BLAST_DAMAGE = 1 -- Amount of damage done to players
local BLAST_FORCE = 1000 -- Amount of force applied to parts
local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
--NOTE: Keys must be lowercase, values must evaluate to true
-----------------
--| Variables |--
-----------------
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild('creator')
local SwooshSound = Rocket:WaitForChild('Swoosh')
-----------------
--| Functions |--
-----------------
-- Removes any old creator tags and applies a new one to the target
local function ApplyTags(target)
while target:FindFirstChild('creator') do
target.creator:Destroy()
end
local creatorTagClone = CreatorTag:Clone()
DebrisService:AddItem(creatorTagClone, 1.5)
creatorTagClone.Parent = target
end
-- Returns the ancestor that contains a Humanoid, if it exists
local function FindCharacterAncestor(subject)
if subject and subject ~= workspace then
local Humanoid = subject:FindFirstChildOfClass('Zombie')
if Humanoid then
return subject, Humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
local function IsInTable(Table,Value)
for _,v in pairs(Table) do
if v == Value then
return true
end
end
return false
end
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts
local TaggedHumanoids = {}
local function OnExplosionHit(hitPart, hitDistance, blastCenter)
if hitPart and hitDistance then
local character, Humanoid = FindCharacterAncestor(hitPart.Parent)
if character then
local myPlayer = CreatorTag.Value
if myPlayer and not myPlayer.Neutral then -- Ignore friendlies caught in the blast
local player = PlayersService:GetPlayerFromCharacter(character)
if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
return
end
end
end
if Humanoid and Humanoid.Health > 0 then -- Humanoids are tagged and damaged
if not IsInTable(TaggedHumanoids,Humanoid) then
print("Tagged")
table.insert(TaggedHumanoids,Humanoid)
ApplyTags(Humanoid)
Humanoid:TakeDamage(BLAST_DAMAGE)
end
else -- Loose parts and dead parts are blasted
if hitPart.Name ~= 'Handle' then
hitPart:BreakJoints()
local blastForce = Instance.new('BodyForce', hitPart) --NOTE: We will multiply by mass so bigger parts get blasted more
blastForce.Force = (hitPart.Position - blastCenter).unit * BLAST_FORCE * hitPart:GetMass()
DebrisService:AddItem(blastForce, 0.1)
end
end
end
end
local function OnTouched(otherPart)
if Rocket and otherPart then
-- Fly through anything in the ignore list
if IGNORE_LIST[string.lower(otherPart.Name)] then
return
end
local myPlayer = CreatorTag.Value
if myPlayer then
-- Fly through the creator
if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
return
end
-- Fly through friendlies
if not myPlayer.Neutral then
local character = FindCharacterAncestor(otherPart.Parent)
local player = PlayersService:GetPlayerFromCharacter(character)
if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
return
end
end
end
-- Fly through terrain water
if otherPart == workspace.Terrain then
--NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases
local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2))
local cellLocation = workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
local cellMaterial = workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z)
if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then
return
end
end
-- Create the explosion
local explosion = Instance.new('Explosion')
explosion.BlastPressure = 0 -- Completely safe explosion
explosion.BlastRadius = BLAST_RADIUS
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.Position = Rocket.Position
explosion.Parent = workspace
-- Connect custom logic for the explosion
explosion.Hit:Connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)
-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket
script.Parent = explosion
CreatorTag.Parent = script
Rocket:Destroy()
end
end
--------------------
--| Script Logic |--
--------------------
SwooshSound:Play()
Rocket.Touched:Connect(OnTouched)
