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Projectile attack fully works in studio test mode, however not in play mode?

Asked by 6 years ago
Edited 6 years ago

(My filtering enabled is off)

local tool = script.Parent
local player = tool.Parent.Parent
local mouse = player:GetMouse()
local root = player.Character.HumanoidRootPart


tool.RemoteEvent.OnServerEvent:connect(function(player,mousehit)
    if player.Character:FindFirstChild("multiattackprevention") then return end
    local multiattackprevention = Instance.new("StringValue")
    multiattackprevention.Parent = player.Character
    multiattackprevention.Name = ("multiattackprevention")
    local hitcooldown = false
    local animation = player.Character.Humanoid:LoadAnimation(tool.SuperJump)
    animation:Play()
    local bv = Instance.new("BodyVelocity")
    bv.Parent = player.Character.Torso
    bv.Velocity = Vector3.new(0,250,0)
    wait(1)
    bv.Velocity = Vector3.new(0,0,0)
    wait(0.01)
    bv:Destroy()
    wait(0.4)
    player.Character.Torso.Anchored = true
    root.CFrame = mouse.Origin
    local animation2 = player.Character.Humanoid:LoadAnimation(tool.Cast)
    animation2:Play()
    wait(0.5)
    local magmadrag = Instance.new("Part")
    magmadrag.Transparency = 0.5
    magmadrag.Parent = game.Workspace
    magmadrag.Position = player.Character:FindFirstChild("Right Arm").Position
    magmadrag.CanCollide = false
    magmadrag.TopSurface = ("Smooth")
    magmadrag.BottomSurface = ("Smooth")
    magmadrag.BrickColor = BrickColor.new("Bright red")
    magmadrag.Material = ("Ice")
    magmadrag.Size = Vector3.new(30,30,30)
    local bv = Instance.new("BodyVelocity")
    bv.Parent = magmadrag   
    bv.MaxForce = Vector3.new(1e8,1e8,1e8)  
    bv.Velocity = mouse.Origin.lookVector * 150
    local sound = Instance.new("Sound")
    wait(0.5)
    magmadrag.CanCollide = true
    multiattackprevention:Destroy()
    wait(0.5)
    player.Character.Torso.Anchored = false
    magmadrag.Touched:connect(function(hit)
        magmadrag.Anchored = true
        bv.Velocity = mousehit.lookVector * 0
        if hitcooldown == true then return end
        local enemy = hit.Parent:FindFirstChild("Humanoid")
        if enemy == player.Character.Humanoid then return end
        if enemy then
            enemy.Health = enemy.Health - 400
            hitcooldown = true
            wait(3)
            magmadrag:Destroy()
        else wait(3)
            magmadrag:Destroy()
            wait(0.5)
        end
    end)    
    wait(10)
    magmadrag:Destroy()
end)    

So this script runs perfectly fine in studio test mode, however in play mode, the player jumps up but then simply stays anchored in the air and doesn't fire the projectile.

In play mode server log I get the error:

Players.Citranix.Backpack.Magma Dragon.Script:24: attempt to index upvalue 'mouse' (a nil value)

I do not want the projectile to fire towards the original mouse hit which fired this function, I want it to delay and then shoot towards where the players mouse currently is.

1 answer

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1
Answered by 6 years ago
Edited 6 years ago

You can't access mouse, keyboard, or anything that is specific to a player in a server script (EX: Userinputservice, players.localplayer, etc). The way to get input from a player in a server script is to offload detection of things like mouse and keyboard status to a localscript, then either feed the server script current values, or have it request them through a remoteFunction when it needs them. Look it up on the wiki, there are plenty of great examples of how to do this.

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