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

1 comment
Error messages explain a lot most of the time.