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How to script a npc that does not shoot your team only the enemy?

Asked by 9 years ago

my script:

local figure = script.Parent
local Tool = script.Parent.PaintballGun
local reload = .5

function modechange()
    local mode = figure.mode
    if mode.Value == 1 then reload = .5
    elseif mode.Value == 2 then reload = 5
    elseif mode.Value == 3 then reload = 1.5
    elseif mode.Value == 4 then reload = 10 end
end

function findNearestTorso()
    local targetTorso = nil
    local distance = 500
    local list = game.Workspace:children()
    for i = 1, #list do
        local listTorso = list[i]:FindFirstChild("Torso")
        if listTorso ~= nil and list[i]:FindFirstChild("Humanoid") ~= nil and list[i] ~= figure then
            if (listTorso.Position - figure.Torso.Position).magnitude < distance then
                distance = (listTorso.Position - figure.Torso.Position).magnitude
                targetTorso = listTorso
            end
        end
    end
    list = nil
    return targetTorso
end

function fire(v)
    Tool.Handle.Fire:play()
    local torso = figure:FindFirstChild("Torso")
    local missile = Instance.new("Part")
    local spawnPos = figure.Head.Position
    local sp = figure.Torso.CFrame.lookVector

    spawnPos = spawnPos + (v * 3)

    missile.Position = spawnPos
    missile.Size = Vector3.new(1, 1, 1)
    if figure.mode.Value == 1 then missile.Velocity = v * 160
    elseif figure.mode.Value == 3 then missile.Velocity = Vector3.new(v.x * math.random(80, 100), v.y * math.random(80, 100), v.z * math.random(80, 100))
    elseif figure.mode.Value == 2 then missile.Velocity = v * 550 end
    missile.Shape = 0
    missile.BottomSurface = 0
    missile.TopSurface = 0
    missile.Name = "Paintball"
    missile.Elasticity = 0
    missile.Reflectance = 0
    missile.BrickColor = BrickColor.Random()
    missile.Friction = .9
    missile.CanCollide = false

    local force = Instance.new("BodyForce")
    force.force = Vector3.new(0, 90, 0)
    force.Parent = missile

    Tool.BrickCleanup:clone().Parent = missile

    if figure.mode.Value == 2 then
        local new_script = Tool.Paintball2:clone()
        new_script.Disabled = false
        new_script.Parent = missile
    elseif figure.mode.Value == 1 or figure.mode.Value == 3 then
        local new_script = Tool.Paintball:clone()
        new_script.Disabled = false
        new_script.Parent = missile
    end

    local creator_tag = Instance.new("ObjectValue")
    creator_tag.Value = figure
    creator_tag.Name = "creator"
    creator_tag.Parent = missile
    missile.Parent = game.Workspace

    if figure.mode.Value == 3 and torso ~= nil then
        for i = 1, 2 do
            bMissile = missile:clone()
            bMissile.Velocity = Vector3.new(v.x * math.random(80, 100), v.y * math.random(80, 100), v.z * math.random(80, 100))
            if i == 1 then bMissile.CFrame = bMissile.CFrame - (torso.CFrame.lookVector * 1.5) + Vector3.new(0, .5)
            else bMissile.CFrame = bMissile.CFrame + (torso.CFrame.lookVector * 1.25) + Vector3.new(0, .75, 0) end
            bMissile.Parent = game.Workspace
        end
    end
end

function grenade(v)
    local head, torso, player = find("Head", figure), find("Torso", figure)
    if head == nil or torso == nil then return end

    local spawnPos = head.Position + (v * 4)

    local gnade = ball:clone()
    gnade.CanCollide = true
    gnade.CFrame = CFrame.new(spawnPos)
    gnade.Velocity = v * 60 + Vector3.new(0, 45, 0)

    local bc = Instance.new("BrickColorValue")
    bc.Value = torso.BrickColor
    bc.Name = "BCValue"
    bc.Parent = gnade

    local exScript = Tool.Grenade:clone()
    exScript.Disabled = false
    exScript.Parent = gnade

    gnade.Parent = game.Workspace
end

while script.Parent.Humanoid.Health > 0 do
    local torso = figure:FindFirstChild("Torso")
    -- local player = game.Players:children()
    local target = findNearestTorso() -- nil
    -- if #player > 0 and math.random(1, 3) == 1 then target = player[math.random(1, #player)] else target = findATorso() end
    if target ~= nil and torso ~= nil then
        -- if target.className == "Player" then target = target.Character:FindFirstChild("Torso") end
        -- if target ~= nil then
        local pos = target.Position
        local dir = (pos - torso.Position).magnitude
        if dir < 130 then pos = pos + (target.CFrame.lookVector * (dir/math.random(25, 50))) end
        if dir >= 130 then figure.mode.Value = 2 pos = pos + Vector3.new(0, math.random(1, 2), 0)
        elseif dir < 130 and dir >= 50 then figure.mode.Value = 1 pos = pos + Vector3.new(0, (dir/75) * math.random(1, 4), 0)
        elseif dir < 50 then figure.mode.Value = 3 pos = pos + Vector3.new(0, (dir/75) * math.random(1, 4), 0)
        else figure.mode.Value = 4 end
        modechange()
        local lookAt = (pos - torso.Position).unit
        if figure.mode.Value == 4 then fireNade(lookAt) elseif figure.mode.Value < 4 then fire(lookAt) end
        -- end
    end
    wait(reload + math.random() * 1.5)
end

i want to make it so it shoots enemy team only not any player. so it does not shoot its own team mate it only shoots at enemy.

0
You'll need to make an "if" statement to check the player's TeamColor before firing. shayner32 478 — 9y
0
can you plz fix your formatting koolkid8099 705 — 9y
0
Edited to add code formatting BlueTaslem 18071 — 9y
1
^^^ epiclightining 0 — 6y

1 answer

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0
Answered by
Slatryte 104
4 years ago

I believe I know how to fix this...

Basically, create teams and make a separate that randomly chooses teams or they can choose their team. You must also choose team colours as these are important to the script.

Then, use this script:

local figure = script.Parent
local Tool = script.Parent.PaintballGun
local reload = .5

function modechange()
    local mode = figure.mode
    if mode.Value == 1 then reload = .5
    elseif mode.Value == 2 then reload = 5
    elseif mode.Value == 3 then reload = 1.5
    elseif mode.Value == 4 then reload = 10 end
end
local player = game.Players.LocalPlayer
if player.TeamColor == 'TeamColour' then
function findNearestTorso()
    local targetTorso = nil
    local distance = 500
end
0
Sorry, uh- just continue your script before adding the end. Slatryte 104 — 4y
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