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How do I make a part turn CanCollide=true if a certain model is destroyed?

Asked by
s9i -5
1 year ago

I'm new to scripting and trying to figure out how I would do this...I'm trying to turn part FakeDoor's CanCollide to true when model ElevatorDoor is destroyed. I've tried this:

game.Workspace.ElevatorDoor:Destroy()
     if true then
         game.Workspace.Elevator.FakeDoor:CanCollide = true
        end

end

I'm sure it's horribly wrong, so I need some help.

2 answers

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3
Answered by
RayCurse 1348 Moderation Voter
1 year ago
Edited 1 year ago

First you need to detect when the ElevatorDoor is destroyed. This can be done like this:

game.Workspace.ChildRemoved:Connect(function(obj)
    if obj.Name == "ElevatorDoor" then
        --ElevatorDoor was destroyed
    end
end)

The first line is an event that fires when something in the workspace is destroyed. This event returns the object that was destroyed which is why the obj was put in the parentheses.

The event returns the obj that was destroyed. We need to check that the item that was destroyed was the elevator door and not just any object. That is what the if statement is for. Ok, let's add a little more to our previous code:

game.Workspace.ChildRemoved:Connect(function(obj)
    if obj.Name == "ElevatorDoor" then
        --ElevatorDoor was destroyed
        game.Workspace.Elevator.FakeDoor.CanCollide = true
    end
end)

So basically, translated to english this is what it says:

When something inside the workspace is destroyed,

If the thing that was destroyed is the elevator door,

Set the collision of the fake door to true

end

end

Hope this helps!

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Thank you very much! s9i -5 — 1y
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Answered by 1 year ago

this may not work but

game.Workspace.ElevatorDoor:Destroy()
if game.Workspace.ElevatorDoor:Remove() then
game.Workspace.ElevatorDoor.CanCollide = true
end
0
Didn't work :(. I forgot to mention that the FakeDoor part is included in a model called "Elevator," and the script is functioning from an on touch button. s9i -5 — 1y

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