Sorry about the title being long but I had to ask it fully.
Essentially wondering why this code is killing any player the killer walks up to automatically. It should only kill the player the killer is near when pressing F. Of course though, it only starts to do that AFTER you kill a player once, not before killing anyone.
If anyone is capable of assisting and getting this code fixed, I'd appreciate it.
EXTRA CODE: (this is the part of the code that is binded by contextservice for killing the players, yes this game is FE and this is vital)
function KillPlayer()
game.ReplicatedStorage.RequestKilling:FireServer(tostring(playertokill))
playertokill = ""
script.Parent.Hint.Visible = false
end
MAIN CODE: (this is the part of the code you'll have to pay attention to)
function YouAreKiller()
while game.Players.LocalPlayer.Character.Torso ~= nil do
for i,v in ipairs(game.Players:GetChildren()) do
if tostring(v.Name) ~= tostring(game.Players.LocalPlayer.Name) then
for j,b in ipairs(workspace.Survivors:GetChildren()) do
local player = game.Workspace:FindFirstChild(b.Name)
if player then
if playertokill ~= "" then
if (game.Workspace:FindFirstChild(tostring(playertokill)).Torso.Position - game.Players.LocalPlayer.Character.Torso.Position).magnitude >= 5 then
controls:UnbindAction("Kill")
script.Parent.Hint.Visible = false
playertokill = ""
end
elseif playertokill == "" then
if (v.Character.Torso.Position - game.Players.LocalPlayer.Character.Torso.Position).magnitude <= 4 then
playertokill = tostring(v.Name)
controls:BindAction("Kill", KillPlayer, false, Enum.KeyCode.F)
script.Parent.Hint.Visible = true
end
end
end
end
end
end
wait()
end
end
also this is an actual game I am working on and plan to release, whoever DOES manage to fix this, I may reward a gift. as far as I know, I am currently lost on how to fix this issue.
