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)

3 comments

0

So you're making it so players can set "traps"?

0

Basically yes. In the end, I'm just trying to add kill amount as a feature to the game