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Player Dying Breaks Script, Variables do not match up with new character?

Asked by 1 year ago

The following script is just me testing projectiles with Bezier curves. It spawns at your character's HumanoidRootPart location and travels to your mouse's position. Everything works, but when I reset or when my character dies, the localscript is using the location of the HumanoidRootPart of my "dead body". Every time I reset, the HRP references the previous body's HRP.

I could probably just put the variable inside the inputbegan function, but I just wanted to know what was happening, why, and any more possible solutions.

local player = game:GetService('Players').LocalPlayer;
local character = player.Character or player.CharacterAdded:wait();
local hrp =  character:FindFirstChild('HumanoidRootPart') or 
    character:WaitForChild('HumanoidRootPart');
local mouse = player:GetMouse();

local uis = game:GetService('UserInputService');
local runs = game:GetService('RunService');

local waterball = script:FindFirstChild('Waterball') or script:WaitForChild('Waterball');

local function quadraticBezier(t, p0, p1, p2)

    return (1 - t)^2 * p0 + 2 * (1 - t) * t * p1 + t^2 * p2

end

local debounce = false;
local size = 32;

uis.InputBegan:Connect(function(key, proc)
    if proc then return end;
    if debounce then return end;

    if key.KeyCode == Enum.KeyCode.R then
        debounce = true;
        local pos = mouse.Hit;
        local curcf = CFrame.new(hrp.Position, pos.Position);

        local waterballA = waterball:clone();
        waterballA:PivotTo(curcf);
        waterballA.Parent = workspace;
        local waterballB = waterball:clone();
        waterballB:PivotTo(curcf);
        waterballB.Parent = workspace;
        local waterballC = waterball:clone();
        waterballC:PivotTo(curcf);
        waterballC.Parent = workspace;

        local delta = 0;
        local midA = curcf:Lerp(pos, .5) * CFrame.new(0, size, 0);
        local midB = curcf:Lerp(pos, .5) * CFrame.new(size, 0, 0);
        local midC = curcf:Lerp(pos, .5) * CFrame.new(-size, 0, 0);
        local conc;
        conc = runs.Heartbeat:Connect(function()
            delta = delta + runs.Heartbeat:wait();
            if delta > 1 then delta = 1 end

            waterballA:PivotTo(CFrame.new(quadraticBezier(delta, curcf.Position, midA.Position, pos.Position), pos.Position));
            waterballB:PivotTo(CFrame.new(quadraticBezier(delta, curcf.Position, midB.Position, pos.Position), pos.Position));
            waterballC:PivotTo(CFrame.new(quadraticBezier(delta, curcf.Position, midC.Position, pos.Position), pos.Position));


            if delta == 1 then 
                local expl = Instance.new('Explosion');
                expl.Position = pos.Position;
                expl.Parent = workspace;

                waterballA:Destroy();
                waterballB:Destroy();
                waterballC:Destroy();
                conc:disconnect() 
            end
        end)


        task.wait(1);
        debounce = false;
    end
end)
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Where is the script located Kingu_Criminal 205 — 1y
0
In StarterPack. For some reason, the script works as intended when I put it in StarterGui instead. cakelight 0 — 1y

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Answered by 1 year ago

Its because you don't update the character variable when the character respawns. I'm pretty sure thats what characteradded:wait() supposedly does, as I was told by multiple people in the past, but doesn't seem to work for me whenever I try. Can't really give you an explanation on that as I don't know too much myself, but a possible solution would be to check when the character respawns and update it.

player.CharacterAdded:Connect(function(newCharacter)
    character = newCharacter
end)
0
Thanks for the answer! Do you mind explaining a bit more? The script is a local script in StarterPack, so I thought it would be destroyed once the character died and a new copy would be made once the character respawns. cakelight 0 — 1y
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