Here's my script;
local plr = game.Players.LocalPlayer
local mouse = plr:GetMouse()
local characterLL = plr.CharacterAdded:Wait():WaitForChild('Left Leg')
local Clicked = true
mouse.KeyDown:Connect(function(K)
if K == 'z' and Clicked == true then
local NewIce = Instance.new("Part")
local NewValue = Instance.new('StringValue')
NewValue.Name = 'Owner'
NewValue.Parent = NewIce
NewValue.Value = plr.Name
NewIce.Size = Vector3.new(5,0.2,5)
wait(0.1)
NewIce.Size = Vector3.new(5.5,0.2,5.5)
wait(0.1)
NewIce.Size = Vector3.new(6,0.2,6)
wait(0.1)
NewIce.Size = Vector3.new(6.5,0.2,6.5)
wait(0.1)
NewIce.Size = Vector3.new(7,0.2,7)
wait(0.1)
NewIce.Size = Vector3.new(7.5,0.2,7.5)
wait(0.1)
NewIce.Size = Vector3.new(8,0.2,8)
wait(0.1)
NewIce.Size = Vector3.new(8.5,0.2,8.5)
wait(0.1)
NewIce.Size = Vector3.new(9,0.2,9)
wait(0.1)
NewIce.Size = Vector3.new(9.5,0.2,9.5)
wait(0.1)
NewIce.Size = Vector3.new(10,0.2,10)
NewIce.Name = 'Ice'
NewIce.Anchored = true
NewIce.CanCollide = true
NewIce.Material = 'Ice'
NewIce.BrickColor = BrickColor.new('Pastel light blue')
NewIce.TopSurface = 'Smooth'
NewIce.BottomSurface = 'Smooth'
NewIce.Parent = game.Workspace
NewIce.Position = characterLL.Position
Clicked = false
NewIce.Touched:Connect(function(h)
if h.Parent.Name == NewValue.Value then
Clicked = false
else if h.Parent:FindFirstChild("NPC").Value == true then
local Humanoid = h.Parent:WaitForChild("Humanoid")
Humanoid.WalkSpeed = 0
Humanoid.Health = Humanoid.Health - 20
wait(3)
Humanoid.WalkSpeed = 10
else if h.Parent:FindFirstChild("NPC").Value == false then
local Humanoid = h.Parent:WaitForChild("Character").Humanoid
Humanoid.WalkSpeed = 0
Humanoid.Health = Humanoid.Health - 20
wait(3)
Humanoid.WalkSpeed = 16
end
end
print("complete")
wait(2.5)
Clicked = true
NewIce:Destroy()
end
end)
end
end)
I'm trying to make the ice slowly become bigger and it will damage at the same time.
The problem is the ice takes too long to load in and it waits until the ice finishes loading but I want it to do damage even if it's still extending. I need it to do damage even if it is still extending.
