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Weapon script dosn't deflect damage, why?

Asked by 7 years ago

I'm trying to make a weapon, it swings but it doesn't do any damage,when I had the script print what the argument was, it said terrain.

console

Terrain 18:33:52.341 - Humanoid is not a valid member of Workspace 18:33:52.342 - Stack Begin 18:33:52.343 - Script 'Players.Player2.Backpack.axe.damage', Line 5 18:33:52.344 - Stack End

script

script.Parent.hitbox.Touched:connect(function(p)
    if script.Parent.CanDamage.Value == true then
        print(p)
        script.Parent.CanDamage.Value = false
        p.Parent.Humanoid:TakeDamage(20)
    end
end)

local script

local CanAttack = true

script.Parent.Activated:connect(function()

local attack = script.Parent.Parent.Humanoid:LoadAnimation(script.Attack)

if CanAttack == true then
script.Parent.CanDamage.Value = true
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 0
attack:Play()

CanAttack = false

wait(0.4)

attack:Stop()
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 16
CanAttack = true

script.Parent.CanDamage.Value = false

end

end)

welding script (in case)

local NEVER_BREAK_JOINTS = false

local function CallOnChildren(Instance, FunctionToCall)

    FunctionToCall(Instance)

    for _, Child in next, Instance:GetChildren() do
        CallOnChildren(Child, FunctionToCall)
    end
end

local function GetNearestParent(Instance, ClassName)

    local Ancestor = Instance
    repeat
        Ancestor = Ancestor.Parent
        if Ancestor == nil then
            return nil
        end
    until Ancestor:IsA(ClassName)

    return Ancestor
end

local function GetBricks(StartInstance)
    local List = {}

    CallOnChildren(StartInstance, function(Item)
        if Item:IsA("BasePart") then
            List[#List+1] = Item;
        end
    end)

    return List
end

local function Modify(Instance, Values)

    assert(type(Values) == "table", "Values is not a table");

    for Index, Value in next, Values do
        if type(Index) == "number" then
            Value.Parent = Instance
        else
            Instance[Index] = Value
        end
    end
    return Instance
end

local function Make(ClassType, Properties)
    -- Using a syntax hack to create a nice way to Make new items.  

    return Modify(Instance.new(ClassType), Properties)
end

local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"}
local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"}

local function HasWheelJoint(Part)
    for _, SurfaceName in pairs(Surfaces) do
        for _, HingSurfaceName in pairs(HingSurfaces) do
            if Part[SurfaceName].Name == HingSurfaceName then
                return true
            end
        end
    end

    return false
end

local function ShouldBreakJoints(Part)
    --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are
    --  definitely some edge cases. 

    if NEVER_BREAK_JOINTS then
        return false
    end

    if HasWheelJoint(Part) then
        return false
    end

    local Connected = Part:GetConnectedParts()

    if #Connected == 1 then
        return false
    end

    for _, Item in pairs(Connected) do
        if HasWheelJoint(Item) then
            return false
        elseif not Item:IsDescendantOf(script.Parent) then
            return false
        end
    end

    return true
end

local function WeldTogether(Part0, Part1, JointType, WeldParent)

    JointType = JointType or "Weld"
    local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue")

    local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType)
    Modify(NewWeld, {
        Name = "qCFrameWeldThingy";
        Part0  = Part0;
        Part1  = Part1;
        C0     = CFrame.new();--Part0.CFrame:inverse();
        C1     = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse();
        Parent = Part1;
    })

    if not RelativeValue then
        RelativeValue = Make("CFrameValue", {
            Parent     = Part1;
            Name       = "qRelativeCFrameWeldValue";
            Archivable = true;
            Value      = NewWeld.C1;
        })
    end

    return NewWeld
end

local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor)

    for _, Part in pairs(Parts) do
        if ShouldBreakJoints(Part) then
            Part:BreakJoints()
        end
    end

    for _, Part in pairs(Parts) do
        if Part ~= MainPart then
            WeldTogether(MainPart, Part, JointType, MainPart)
        end
    end

    if not DoNotUnanchor then
        for _, Part in pairs(Parts) do
            Part.Anchored = false
        end
        MainPart.Anchored = false
    end
end

local function PerfectionWeld() 
    local Tool = GetNearestParent(script, "Tool")

    local Parts = GetBricks(script.Parent)
    local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1]

    if PrimaryPart then
        WeldParts(Parts, PrimaryPart, "Weld", false)
    else
        warn("qWeld - Unable to weld part")
    end

    return Tool
end

local Tool = PerfectionWeld()


if Tool and script.ClassName == "Script" then
    --- Don't bother with local scripts

    script.Parent.AncestryChanged:connect(function()
        PerfectionWeld()
    end)
end
0
Error messages explain a lot most of the time.  hiimgoodpack 2009 — 7y

2 answers

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1
Answered by 7 years ago

I think there are two possibilities,

One possibility is that it's actually hitting the terrain in your map, and therefore it's not able to find a humanoid in the workspace which is Hit.Parent

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Answered by 7 years ago
Edited 7 years ago

I'm not exactly sure but when the touched function fires, I think it reads the entire model (the character). So when you said p.Parent, the character models Parent is a obviously the workspace. My point is, take out the Parent part so it is p.Humanoid:TakeDamage(20)

0
Depends what hit it in the first place Pejorem 164 — 7y
0
it is now saying terrain, and btw, it never hits the physical ground, I have the axe go inside the player with no animation and it still says terrain 19:37:52.412 - Humanoid is not a valid member of Terrain 19:37:52.413 - Stack Begin | 19:37:52.414 - Script 'Players.Player1.Backpack.axe.damage', Line 7 | 19:37:52.415 - Stack End ninja_eaglegamer 61 — 7y

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