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how do i make this weapon only damage npcs and not players?

Asked by 10 days ago

local Services = { Players = (game:FindService("Players") or game:GetService("Players")), TweenService = (game:FindService("TweenService") or game:GetService("TweenService")), RunService = (game:FindService("RunService") or game:GetService("RunService")), Debris = (game:FindService("Debris") or game:GetService("Debris")), ReplicatedStorage = (game:FindService("ReplicatedStorage") or game:GetService("ReplicatedStorage")), Lighting = (game:FindService("Lighting") or game:GetService("Lighting")), ServerScriptService = (game:FindService("ServerScriptService") or game:GetService("ServerScriptService")) }

function Create(ty) return function(data) local obj = for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end end

function IsInTable(Table,Value) for _,v in pairs(Table) do if v == Value then return true end end return false end

function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end

function TagHumanoid(humanoid, player) local Creator_Tag ="ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Services.Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end

function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end

local Creator,Position = script:WaitForChild("Creator"),script:WaitForChild("Position").Value

local IceFloor = Create("Part"){ Name = "Ice Floor", Size =,0,0), Material = Enum.Material.Neon, Transparency = 0.95, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, Color = Color3.fromRGB(0,170,255), Locked = true, CanCollide = false, Anchored = true, Shape = Enum.PartType.Block, CFrame =, Parent = workspace }

local IcePlatform = Create("Part"){ Name = "Ice Platform", Size =,0,0), Material = Enum.Material.Glass, Transparency = .3, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, Color = Color3.fromRGB(0,170,255), Locked = true, CanCollide = true, Anchored = true, Shape = Enum.PartType.Cylinder, CFrame =, Parent = workspace }

local Puff = script:WaitForChild("Puff") Puff.Parent = IceFloor Puff.Enabled = true

local Snowflakes = script:WaitForChild("Snowflakes") Snowflakes.Parent = IceFloor Snowflakes.Enabled = true

local Frost = script:WaitForChild("FreezeSound") Frost.Parent = IceFloor Frost:Play()

local Speed = 3 -- time approximated in seconds to complete local Range = 75 --How far the range of the ice floor will go

local Touch,TouchEnd

local RecHumanoids = {} --Records the Humanoid and their time in the frost --{Humanoid = nil,TimeInFrost = 0} local function GetHumanoidTime(Table,Hum) local Found for _,HumTable in pairs(Table) do if HumTable["Humanoid"] and HumTable["TimeInFrost"] and HumTable["Humanoid"] == Hum then Found = HumTable end end

if Found then
    Found["TimeInFrost"] = Found["TimeInFrost"] + (1/60)
    return Found["TimeInFrost"]
    Table[#Table+1] = {Humanoid = Hum,TimeInFrost = 0}
    return 0


coroutine.wrap(function() repeat local Hums = {} local Pos,Neg = IceFloor.CFrame.p +,IceFloor.Size.X,IceFloor.Size.Z).5 +,IceFloor.Size.X.5,0), IceFloor.CFrame.p -,IceFloor.Size.X,IceFloor.Size.Z).5 -,IceFloor.Size.X.5,0) local Region =,Pos) local Parts = workspace:FindPartsInRegion3WithIgnoreList(Region,{Creator.Value.Character},math.huge)

    for _,part in pairs(Parts) do

        if part and part.Parent then
            local Hum,FF = part.Parent:FindFirstChildOfClass("Humanoid"),part.Parent:FindFirstChildOfClass("ForceField")
            if Hum and not IsInTable(Hums,Hum) and Hum.Health ~= 0 and not FF and not IsTeamMate(Creator.Value,Services.Players:GetPlayerFromCharacter(Hum.Parent)) then
                Hums[#Hums+1] = Hum
                Hum.WalkSpeed = math.clamp(Hum.WalkSpeed - (16/(60*2)),0,16) -- Progressive Slowdown
                if Hum.Health <= 0 or GetHumanoidTime(RecHumanoids,Hum) >= 2 then --Freeze them when they have no walkspeed or health left
                    local function Frozen(Character) -- Quick check to see if they're not frozen
                        for _,v in pairs(Services.ServerScriptService:GetChildren()) do
                            if v:IsA("Script") and v.Name == "Freeze" and v:FindFirstChild("Target") and v:FindFirstChild("Target").Value == Hum.Parent then
                                return true
                        return false
                    if not Frozen(Hum.Parent) then
                        local FreezeScript = script:WaitForChild("Freeze"):Clone()
                        FreezeScript:WaitForChild("Creator").Value = Creator.Value
                        FreezeScript:WaitForChild("Target").Value = Hum.Parent
                        FreezeScript.Parent = Services.ServerScriptService
                        FreezeScript.Disabled = false

until not Puff.Enabled


for i=1,60(Speed),1 do IcePlatform.Size =,(i/(60Speed))Range,(i/(60Speed))Range) IcePlatform.CFrame =,IceFloor.Size.X,0))CFrame.Angles(0,0,math.rad(90))

IceFloor.Size =,(i/(60*Speed))*Range,(i/(60*Speed))*Range)
IceFloor.CFrame =,IceFloor.Size.X/2,0))*CFrame.Angles(0,0,math.rad(90))
Frost.EmitterSize = (i/(60*Speed))*Range



IceFloor.Transparency = 1 Puff.Enabled = false Snowflakes.Enabled = false

wait(Puff.Lifetime.Max) Frost:Stop()

while IcePlatform.Size.Z > 1 do IcePlatform.Size = IcePlatform.Size -,.5,.5) IcePlatform.CFrame =,IceFloor.Size.X,0))*CFrame.Angles(0,0,math.rad(90)) Services.RunService.Heartbeat:Wait() end

IcePlatform:Destroy() IceFloor:Destroy()


i've been trying to find ways to make this weapon only target npcs and not players but can't find a way i need help

2 answers

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Answered by 10 days ago

In the line where you are damaging the humanoid and changing the walkspeed, you could add a line like this to check if the hit is a player or not by using GetPlayerFromCharacter, which returns nil if the character is an npc and not a player

local player = Services.Players:GetPlayerFromCharacter(part.Parent)
if (player) then
    continue -- We continue instead of returning because it's in a loop and we just ignore the players in the Region3 instead of just stopping the loop
Hums[#Hums+1] = Hum
-- Your code here
which exact line do i put your code in? dylancrazy88 10 — 10d
it's supposed to be before the line where you damage the character and change the walkspeed when you loop through the region3  AnasBahauddin1978 603 — 10d
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Answered by 10 days ago
Edited 10 days ago

Alright uhh I can't read all of the code but I'll let you understand what I am going to to.

So let's say you hit the npc right? then the damage happens but the player get damaged too? We just need to add a BoolValue named "IsNpc" inside the npc or whatever you want then we are going to use If statement here is an example:

    if hit.Parent:FindFirstChild("IsNPC") then -- the boolvalue we put inside the npc
        -- code

I hope you understand what I mean, btw it doesn't need to be true we just need to find that value :)

that stops it from harming players right? dylancrazy88 10 — 9d
yeah bc the players dont have the value acediamondn123 88 — 8d

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