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1

My punch script damages unconditionally, why?

Asked by 3 months ago

I have a punch script, everything was working well until, I added the damage script. Now whenever I touch an object (even without punching), it damages the object

My script :

local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local humanoid = player.Character:FindFirstChild("Humanoid")
local animate
local hand = humanoid.Parent:WaitForChild("RightHand")

local function round(n)
    return math.floor(n + 0.5)
end

mouse.KeyDown:Connect(function(key)
    if key == "z" then
        game.ReplicatedStorage.Event.AddStrength:FireServer()
        local animation = Instance.new("Animation", player.Character)
        animation.AnimationId = "rbxassetid://5390069207"
        animate = humanoid:LoadAnimation(animation)
        animate:Play()
    end
end)
mouse.KeyDown:Connect(function(key)
    hand.Touched:Wait()
    hand.Touched:Connect(function(hit)
        if key == "z" then
            if hit.Parent.Humanoid then
                hit.Parent.Humanoid.Health = hit.Parent.Humanoid.Health - round(player.leaderstat.Strength.Value / 100)
            end
        end
    end)
end)
0
You should make a damage script that activates once the user presses z and deactivates after the animation is complete. super1boom 0 — 3mo
0
Ok NathanBlox_Studios 167 — 3mo
0
Thanks for the tip NathanBlox_Studios 167 — 3mo

1 answer

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1
Answered by
Gojinhan 353 Moderation Voter
3 months ago
Edited 3 months ago

You're never disconnecting the touched event, which causes it to always check for hits and damage accordingly. (this is also one of the most common memory leak :P) Make a variable for the signal and disconnect after the punch should be over.

Also, I recommend using a keybinds system along with a functions module for your weapons. This will reduce the number of scripts in your game dramatically as well as being more efficient / modular.

Also mouse.KeyDown is legacy and should be deprecated but isn't lol. I recommend using context action service for this, lemme give u an example.

ps. the parent argument of instance.new is very deprecated and should not ever be used, it's extremely slow lol

local cax = game:GetService("ContextActionService")
local weaponFunctions = require(game:GetService("ReplicatedStorage").Modules.WeaponFunc)
-- this is your weapon functions module, you return functions as the values, with the weapon name as the keys ^


cax:BindAction("UseFist', function(_,state)
    local tool = character:FindFirstChildWhichIsA("Tool")
        weaponfunctions[tool.Name](character, tool.Handle)
end, false, Enum.KeyCode.Z, Enum.UserInputType.Touch, Enum.KeyCode.ButtonR2)

And your weapon functions module:

local signal

return {

["StarterFist"] = function(char, handle)
    game.ReplicatedStorage.AddStrength:FireServer()

        animation:Play()

        signal = handle.Touched:Connect(function()
                -- do whatever 
        end)

       wait(animation.Length)

       signal:Disconnect()
end)

}

This is the basics of it but if you want to take it a step further you can have a Fist class that does this function instead of parroting the same function for every fist.

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