This is my first true experience with coding, and I'm stuck on trying to add knockback to the rocket launcher blast and removing damage from it altogether. I've been using the UristMcSparks rocket launcher from reference. I've played around with configurations and nothing seems to change in the way I intend.
Is there a good starting point for me? And what additions/exclusions to the code should I change?
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--| Constants |--
-----------------
local BLAST_RADIUS = script.Parent.Parent.Configurations.BlastRadius.Value -- Blast radius of the explosion
local BLAST_DAMAGE = script.Parent.Parent.Configurations.Damage.Value -- Amount of damage done to players
local BLAST_FORCE = script.Parent.Parent.Configurations.BlastForce.Value -- 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
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--| Variables |--
-----------------
local DebrisService = game:GetService('Debris')
local PlayersService = game:GetService('Players')
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild('creator', 60)
local SwooshSound = Rocket:WaitForChild('Swoosh', 60)
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--| 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 ~= game.Workspace then
local humanoid = subject:FindFirstChild('Humanoid')
if humanoid then
return subject, humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts
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 hitPart.Name == 'Torso' then
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 == game.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 = game.Workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
local cellMaterial = game.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 = game.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)

5 comments
Sorry, but one of the rules is it has to be your OWN code, we are here to help, but we don't want to add to a free model, if you want to use this code to base your own code off of it, you can, just be sure not to copy!
What's the result of this script?
I belive this people are right, but here is a way to push a player away from a point, just with a little tweeking https://devforum.roblox.com/t/how-would-i-push-an-object-away-from-the-player/418584
to change it, remove line 69 and place the code for pushing the point away there. You will still have to tweek it to get it to work though.
If you would have taken a bit more time to read through the code, you would have found a 'blast force' calculation and a damage line. >69: humanoid:TakeDamage(BLAST_DAMAGE) > 75: blastForce.force = (hitPart.Position - blastCenter).unit * BLAST_FORCE * hitPart:GetMass()