Here the script the main part is where it damage is tho it doesnt have to damage other players
while true do local BeamColor = script.Parent.Settings.BeamColor.Value local InnerBeamColor = script.Parent.Settings.InnerBeamColor.Value local beamdistance = script.Parent.Settings.BeamDistance.Value local MainEyeColor = script.Parent.Settings.MainEyeColor.Value local EyeColor = script.Parent.Settings.EyeColor.Value local EyeColor2 = script.Parent.Settings.EyeColor2.Value local ExplosionColor = script.Parent.Settings.ExplosionColor.Value local p = Instance.new("Part", script.Parent) p.Name = "ChargingAura" p.Anchored = true p.CFrame = script.Parent.BeamCharging.CFrame p.Shape = Enum.PartType.Ball p.Size = Vector3.new(script.Parent.BeamCharging.Size.X * 3, script.Parent.BeamCharging.Size.X * 3, script.Parent.BeamCharging.Size.X * 3) p.Material = Enum.Material.Neon p.Transparency = 0.5 p.CanCollide = false p.Color = BrickColor.new("Institutional white").Color -- the charging ball thing color script.Parent.Beamer.Charge:Play() for i = 1,5 do script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(-2.25), math.rad(0), math.rad(0)) wait(0.01) end for i = 1,5 do script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(2.25), math.rad(0), math.rad(0)) wait(0.01) end for i = 1,27 do p.Size = p.Size - Vector3.new(script.Parent.BeamCharging.Size.X * 0.15, script.Parent.BeamCharging.Size.X * 0.15, script.Parent.BeamCharging.Size.X * 0.15) p.Transparency = p.Transparency - 0.0375 p.Color = BrickColor.new("Institutional white").Color -- the charging ball thing color script.Parent.Head.CFrame = script.Parent.Head.CFrame * CFrame.Angles(math.rad(-0.5), math.rad(0), math.rad(0)) script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(2.25), math.rad(0), math.rad(0)) wait(0.01) end game.Debris:AddItem(p, 0.5) for i = 1, 2 do script.Parent.Head["Right Eye"].Transparency = script.Parent.Head["Right Eye"].Transparency+0.5 wait(0.000) end wait(0.1) script.Parent.BeamCharging.Transparency = 1 local c = Instance.new("Part", script.Parent) c.Name = "GasterBeam" c.BrickColor = InnerBeamColor c.Anchored = true c.CanCollide = false c.Shape = Enum.PartType.Cylinder c.Size = Vector3.new(beamdistance, script.Parent.BeamCharging.Size.Y * 3.3, script.Parent.BeamCharging.Size.Z * 3.3) c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5)) c.Material = Enum.Material.Neon c.Transparency = 0.35 local c2 = c:Clone() c2.Parent = c.Parent c2.Name = "GasterBeam2" c2.BrickColor = BeamColor c2.Material = Enum.Material.Neon c:GetPropertyChangedSignal("CFrame"):Connect(function() c2.CFrame = c.CFrame end) c:GetPropertyChangedSignal("Size"):Connect(function() c2.Size = c.Size + Vector3.new(0,c.Size.Y/2.2,c.Size.Z/2.2) end) c:GetPropertyChangedSignal("Transparency"):Connect(function() c2.Transparency = c.Transparency end) if script.Parent.Settings.KR.Value == true then do debounce = true c.Touched:Connect(function(hit) local player = hit.Parent local Owner = script.Parent.Owner if player.Name == Owner.Value then else if player:FindFirstChild("Humanoid") and debounce == true then debounce = false for i = 1, 10 do hit.Parent:FindFirstChild("Humanoid"):TakeDamage(script.Parent.Settings.Damage.Value) wait(0.01) end debounce = true end end end) end c.Touched:Connect(function(hit) local player = hit.Parent local Owner = script.Parent.Owner if player.Name == Owner.Value then else if player:FindFirstChild("Humanoid") and debounce == true then player.Humanoid:TakeDamage(45) end debounce = true end) end end -- script.Parent["Right Eye"].Transparency = 1 script.Parent.Beamer.Shoot:Play() script.Parent.Beamer.Charge:Stop() script.Parent.Head["Left Eye"].BadTime.Enabled = true local EEE = c.Size.Y / 15 for i = 1,7 do for i = 1,5 do c.Size = c.Size + Vector3.new(0,EEE,EEE) script.Parent.Head["Left Eye"].Color = EyeColor script.Parent.Head["Right Eye"].Transparency = script.Parent.Head["Right Eye"].Transparency-0.2 script.Parent.Head["Left Eye"].Transparency = script.Parent.Head["Left Eye"].Transparency+0.2 script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(0.5), math.rad(0), math.rad(0)) script.Parent.Head.CFrame = script.Parent.Head.CFrame * CFrame.Angles(math.rad(-0.5), math.rad(0), math.rad(0)) wait(0.03) end for i = 1,5 do script.Parent.Head["Left Eye"].Color = EyeColor2 script.Parent.Head["Right Eye"].Transparency = script.Parent.Head["Right Eye"].Transparency+0.2 script.Parent.Head["Left Eye"].Transparency = script.Parent.Head["Left Eye"].Transparency-0.2 script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(-0.5), math.rad(0), math.rad(0)) script.Parent.Head.CFrame = script.Parent.Head.CFrame * CFrame.Angles(math.rad(0.5), math.rad(0), math.rad(0)) c.Size = c.Size - Vector3.new(0,EEE,EEE) wait(0.03) end end for i = 1,15 do script.Parent.Head["Left Eye"].Color = MainEyeColor script.Parent.Head["Right Eye"].Transparency = script.Parent.Head["Right Eye"].Transparency+0.2 script.Parent.Head["Left Eye"].Transparency = script.Parent.Head["Left Eye"].Transparency-0.2 script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(-0.5), math.rad(0), math.rad(0)) script.Parent.Head.CFrame = script.Parent.Head.CFrame * CFrame.Angles(math.rad(0.5), math.rad(0), math.rad(0)) c.Transparency= c.Transparency + 0.05 c.Size = c.Size - Vector3.new(0,0.3,0.3) wait(0.03) end for i = 1,1 do script.Parent.Head["Right Eye"].Transparency = script.Parent.Head["Right Eye"].Transparency + 1 wait(0.000) end for i = 1,10 do c.Size = c.Size - Vector3.new(0,EEE*1.2,EEE*1.2) c.Transparency = c.Transparency + 1 script.Parent.Head["Left Eye"].Transparency = 1 wait(0.035) end script.Parent.Head["Left Eye"].BadTime.Enabled = false game.Debris:AddItem(c, 0) game.Debris:AddItem(c2, 0) --script.Parent["Right Eye"].Transparency = 0 for i = 1,30 do script.Parent.Head.CFrame = script.Parent.Head.CFrame * CFrame.Angles(math.rad(0.5), math.rad(0), math.rad(0)) script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(-2.15), math.rad(0), math.rad(0)) script.Parent.Head["Inner Eye"].Transparency = script.Parent.Head.Transparency + 0.05 script.Parent.Head.Transparency = script.Parent.Head.Transparency + 0.033 script.Parent.Jaws.Transparency = script.Parent.Jaws.Transparency + 0.033 script.Parent.BeamCharging.Transparency = script.Parent.BeamCharging.Transparency - 0.033 script.Parent.BeamCharging.Size = script.Parent.BeamCharging.Size + Vector3.new(script.Parent.BeamCharging.Size.X * 0.08, script.Parent.BeamCharging.Size.X * 0.08, script.Parent.BeamCharging.Size.X * 0.08) script.Parent.BeamCharging.Color = ExplosionColor wait(0.01) end for i = 1, 20 do script.Parent.BeamCharging.Transparency = script.Parent.BeamCharging.Transparency + 0.05 wait() end wait(0.5) script.Parent:Destroy() end
at line 72 - 78:
if player.Name == Owner.Value then else if player:FindFirstChild("Humanoid") and debounce == true then debounce = false for i = 1, 10 do hit.Parent:FindFirstChild("Humanoid"):TakeDamage(script.Parent.Settings.Damage.Value) wait(0.01) end debounce = true end
alright 85 - 95:
c.Touched:Connect(function(hit) local player = hit.Parent local Owner = script.Parent.Owner if player.Name == Owner.Value then else if player:FindFirstChild("Humanoid") and debounce == true then player.Humanoid:TakeDamage(45) end debounce = true end end)
Fixed,if there are still errors in output tell me ok?
I think the problem in ur script that cant do damage is:The statement "if ... then"" can only handle 2 conditions,i have encountered this problem,and after fixed it i was like "Bruh why dont roblox tell people about that and try smth to prevent people to use more than 2 conditions?"
if u dont get it, this is what i mean:
if A == B and A == C then --do things end
This is 2 conditions, that are "A == B" and "A == C"
And maybe roblox cant handle this:
if A == B and A == C and C == D then end
And this is more than 2 conditions added to "if" statement(up there)
Idk if this is the main problem,cuz the beam doesnt do damages so i checked damaging stuffs in the script,this is the only thing i found after reading and im not very sure is thats the problem tho,hope it will work ;)