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COMMUNITY QUESTION

How to start a local script function from a module script?

I'm making a stun system in my game, and I have run into a problem with starting a function in a local script from a module script.

The first part probably isn't all that important, its just a remote event sending into the module script. The problem is on the module script. code :

function Attacking.Kick(HumanoidRootPart)

	print("got the startup function")
	--	script.Parent.PunchDamage.Punch()

	if(HumanoidRootPart == nil) then
		return
	end

	local overlapParams = OverlapParams.new()
	local hitContents = workspace:GetPartBoundsInBox(HumanoidRootPart.CFrame*CFrame.new(0, 0, -5),Vector3.new(5, 6, 4), overlapParams)		

	local hitList = {}
	for i,v in pairs(hitContents) do
		local e_character = v.Parent
		local c_humanoid = e_character:FindFirstChild("Humanoid")

		if(c_humanoid) then
			if not hitList[e_character] then
				hitList[e_character] = true
				local PunchSound = script.Parent.punch5
				wait(0.15)
				PunchSound:Play()
				c_humanoid:TakeDamage(50)
				--heres the problem
				c_humanoid.FightManager.SentStun(1.5)
			end
		end
	end		


end

The main reason why I do this is because of a variable of the stun I need to set to prevent the player from using any move sets.

1 answer

Hello, linkad1!

First of all, I'm not really sure what you mean by 'Module Script', as they can't be triggered directly by Remote Events. I'll assume you recive the event on a script and from there you invoke the function on the module.

When you trigger a function on a mudule script, its just like you are triggering it on the same script.

So, if you are triggering that module from the client-side, use a Bindable Function. If you are triggering the module from server-side, use a Remote Event.


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