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Move is not functioning properly, suggestions?

Asked by
kfish98 16
6 years ago

Sorry I didn't really know how to write this question, but anyways I've been recreating a game that died recently and there's this one move called water wave, demonstrated here: https://gyazo.com/87eab1ddad60a25a51b11fbb595f765f

This is how it's supposed to look, but here's what happens when I try to make it: https://gyazo.com/50e36d797f3cc872e24c9a2265836674

Anyone know what's causing this problem?

    Gyro = Instance.new("BodyGyro")
    Gyro.Parent = Character.Torso
    Gyro.D = 100
    Gyro.cframe = Character.Torso.CFrame
    Gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
    Position = Instance.new("BodyPosition")
    Position.Parent = Character.Torso
    Position.position = Character.Torso.Position*130
    Position.maxForce = Vector3.new(math.huge, math.huge, math.huge)
    for i = 1, 15 do
      Position.position = Character.Torso.Position + Vector3.new(0, -0.5, 0)
      Gyro.cframe = Character.Torso.CFrame * CFrame.Angles(-0.6, 0, 0)
      rightarm.C0 = rightarm.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0.2)
      leftarm.C0 = leftarm.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, -0.2)
      rightleg.C0 = rightleg.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0.1)
      leftleg.C0 = leftleg.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, -0.1)
      wait()
    end
    handle = Instance.new("Part")
    handle.formFactor = "Symmetric"
    handle.BrickColor = BrickColor.new("Bright blue")
    handle.Name = "earthwall"
    handle.Transparency = 0.5
    handle.Parent = workspace
    handle.TopSurface = "Smooth"
    handle.BottomSurface = "Smooth"
    handle.Size = Vector3.new(40, 40, 50)
    handle.CFrame = Character.Torso.CFrame * CFrame.new(0, 20, -2) * CFrame.Angles(-3, 0, 0)
    handle.Anchored = true

    for i = 1, 20 do
      handle.CFrame = handle.CFrame * CFrame.new(0, -1, -0.6)
      wait()
    end
    handle.Anchored = false
    b = Instance.new("BodyVelocity")
    b.Parent = handle
    b.maxForce = Vector3.new(math.huge, math.huge, math.huge)
    b.velocity = Character.Torso.CFrame.lookVector * 90
wait(0.05)
    for i = 1, 10 do
      Position.position = Character.Torso.Position + Vector3.new(0, 1, 0)
      Gyro.cframe = Character.Torso.CFrame * CFrame.Angles(0.2, 0, 0)
      rightarm.C0 = rightarm.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, -0.2)
      leftarm.C0 = leftarm.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0.2)
      rightleg.C0 = rightleg.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, -0.1)
      leftleg.C0 = leftleg.C0 * CFrame.new(0, 0, 0) * CFrame.fromEulerAnglesXYZ(0, 0, 0.1)
      wait()
    end

The wave shoots back towards the player instead of remaining in the same area, this is kind of my problem with for i loops because i can't understand how to make them work properly, any suggestions would be nice.

What I'd like to know is: -Why it's shooting back at me -How to fix it

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Have you ever heard of local varables? saSlol2436 716 — 6y

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