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How do I refer to a player's parts in an if statement?

Asked by 8 days ago

I have a script that goes into a part that detects players touching the part. What it does is wait till 1 person walks over the part and the part disappears. Then, if another player falls through that part, it gives the player who first made the part disappear(first touched the part) a kill in leaderstats. The problem is, the code doesn't go into the if statement(line 15) where it asks if the player's head, or torso collided with the part when they fell. I can verify that I've tested that the player does indeed have their head touch the part but it won't do the code inside the if statements so I must presume there's something wrong in how I wrote the condition. Can anyone spot my error? Code is shown below

local Players = game:GetService("Players")
local blockOwner = ""--intializes variable

LandMine = script.Parent--part
local count = 0
function onTouched(hit)
    if count == 0 then
        local plr = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
        blockOwner=killer(plr)
        wait(0.05)
        LandMine.CanCollide = false
        LandMine.Transparency = 1
        count=count+1   
    else if count>0 then
            if hit=="Head" or hit=="Handle" or  hit=="UpperTorso" then
                print("Made it past head")
                local victim = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
                print("victim",victim)
                if victim.died==false then
                    victim.died=true
                    print(victim.died)
                    if blockOwner ~= victim then
                        blockOwner.leaderstats.kills.Value=blockOwner.leaderstats.kills.Value+1
                        print(blockOwner," killed ",victim)
                    else
                        blockOwner.leaderstats.kills.Value=blockOwner.leaderstats.kills.Value+1
                        print(blockOwner," killed ",victim)
                        --print("suicide")
                    end
                elseif victim.died==true then
                    print("duplicate")
                end
            end
        end
    end
end

function killer(plr)
    --// Loop through all existing players and..print everyone's name
    for _, player in ipairs(Players:GetPlayers()) do
        if plr == player then
            blockOwner=plr
            print(blockOwner)
        end
    end

    return blockOwner
end
connection = LandMine.Touched:connect(onTouched)
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So you're making it so players can set "traps"? TTChaos 731 — 8d
0
Basically yes. In the end, I'm just trying to add kill amount as a feature to the game chitterness 4 — 8d

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