I'm trying to make a spleef like game and in it i want an ice mechanic where you step on it and it would crack, and then it would eventually break. I use the .touched event to know when a player is touching the part. But that only fires when the player BEGINS to touch the part. I need it to fire while the player is touching and stop firing when the player has stopped. So the main question is that if its possible to make something fire while a player is touching a part? And if so, how?
BasePart.TouchEnded event. It fires when the player untouches the part.
local isCracking = false Part.Touched:Connect(function(otherPart) -- if the player touches the part isCracking = true end) Part.TouchEnded:Connect(function(otherPart) -- if the player untouches isCracking = false print("Player untouched the part. Part stopped cracking.") end) while isCracking do -- if isCracking is true, it will repeat printing every 1 second print("The part is cracking.") end
I figured out the solution. Instead of making the code fire while its touching. I made a part that will be invisible directly on top of the ice so that when the person is on the ice, they will be inside the part above the ice.
local ice = script.Parent local partdetector = ice.Part while wait(0.5) do for i,v in pairs(game.Workspace:GetPartsInPart(partdetector)) do if v.Parent:FindFirstChild("Humanoid") then print("theres a person on it!") end end end
This works in detecting if a person is on the ice, also being inside the detecting part. Thank you for your help but I have found the solution thanks to puppynniko's comment recommendation.
Try using in your code within each of the iceblocks:
local ice = script.Parent local iceDetect = ice.Detector local iceHP = 3 -- make the ice block break in 6 seconds while true do if touchDetect.touched:Connect(function()( iceHP = iceHP - 1 -- take away one health from ice print("Ice has taken damage!") -- do what you want to do if iceHP == 0 then ice:Remove() -- gets rid of ice end wait(2) -- as if it's breaking to your weight every two seconds end) end
this is an inefficient way but it works.