Hi. I'm making a game that involves a tornado. I've been trying to implement different tornado strengths, by making each classification of tornado be able to pick up only certain types of materials. This is the script I have so far with nothing about that, and that works pretty well:
local hole = script.Parent -- Hole is kind of a code name for the tornado part (types easily). local childList = {} -- Childlist is a list of debris that the tornado picks up. local massConstant = 5.8 local mass = 32000 * massConstant function checkObject(obj) -- Obj is the child model. if (obj ~= hole) and (obj.className == "Part") then if (obj.Anchored == false) then -- Will only make it debris if the part is not anchored. table.insert(childList, 1, obj) -- Adds part to child list, making it debris. end elseif (obj.className == "Model") or (obj.className == "Hat") or (obj.className == "Tool") or (obj == workspace) then -- Just a precautionary measure. local child = obj:GetChildren() for x = 1, #child do checkObject(child[x]) end obj.ChildAdded:connect(checkObject) end end checkObject(workspace) print("Tornado Damage Script Loaded.") local n = 0 while true do if n < #childList then n = n + 1 if n % 800 == 0 then wait() end else n = 1 wait() end local child = childList[n] if (child ~= hole) and (child.className == "Part") and (child.Anchored == false) then local relPos = hole.Position - child.Position local motivator = child:FindFirstChild("BlackHole Influence") -- Motivator is what causes the part to go around the tornado. if relPos.magnitude * 240 * massConstant < mass then child:BreakJoints() if (relPos.magnitude * 320 * massConstant < mass) and (child.Size.z + hole.Size.x > relPos.magnitude * 2 - 4) then mass = mass + child:GetMass() table.remove(childList, n) n = n - 1 motivator:Remove() -- After a certain point, the debris will be spat out of the tornado, creating realistic tornado damage. else child.CanCollide = true if motivator == nil then motivator = Instance.new("BodyPosition") motivator.Parent = child motivator.Name = "BlackHole Influence" end motivator.position = hole.Position motivator.maxForce = Vector3.new(1, 1, 1) * mass * child:GetMass() / (relPos.magnitude * massConstant) end elseif motivator ~= nil then motivator:Remove() end end end
What I had in mind at first was to insert an "and" statement into the "if/then" statement at line 10, as so:
if (obj.Anchored == false) and (obj.Material == "Pebble") then -- Will only make it debris if the part is not anchored. table.insert(childList, 1, obj) -- Adds part to child list, making it debris. end
"Pebble" is just an example for a material. I tried this and suddenly the tornado did absolutely no damage. What am I doing wrong?