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
https://pastebin.com/8MtbzMYP
So you're making it so players can set "traps"?
Basically yes. In the end, I'm just trying to add kill amount as a feature to the game