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Why does the int value get added twice im so confused?

Asked by 2 years ago

game:GetService("ReplicatedStorage").RemoteEvent.OnServerEvent:Connect(function(player, orignPosition, direction)

local params = RaycastParams.new()
params.FilterDescendantsInstances = {player}
params.FilterType = Enum.RaycastFilterType.Blacklist
local result = workspace:Raycast(orignPosition, direction, params)

print(result)
if result then
    local character = result.Instance.Parent
    local humanoid = character:FindFirstChild("Humanoid")

    local VictimPlayer = game.Players:GetPlayerFromCharacter(character)
    local VictimDamage = VictimPlayer:WaitForChild("Damage")
    VictimDamage.Value = VictimDamage.Value + 5

    if humanoid and humanoid ~= player.Character.Humanoid then

        local linearVelocity = Instance.new("LinearVelocity")
        local Attachment = Instance.new ("Attachment")




        linearVelocity.Name = "LinearVelocity"
        linearVelocity.MaxForce = 100000000000000000000000
        linearVelocity.RelativeTo = Enum.ActuatorRelativeTo.Attachment0
        linearVelocity.Attachment0 = character.HumanoidRootPart.RootRigAttachment
        linearVelocity.VectorVelocity = (player.Character.HumanoidRootPart.CFrame.lookVector) * VictimDamage.Value
        linearVelocity.Parent = character.HumanoidRootPart
        Attachment.Parent = character.HumanoidRootPart
        game:GetService("Debris"):AddItem (linearVelocity,0.05)
        print("success")
        print (VictimDamage.Value)
        print(linearVelocity.VectorVelocity)
    end
end

end)

0
Have you checked if the remote is getting fired twice in an instant? If so what's the localscript that's firing the remote? Maybe you should create a debounce if the remote is getting fired too much. SnowieDev 171 — 2y

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