I have a hand cannon that works fine, but when the cannonball hits something, it just creates an explosion and bounces off. The way it works is that every time the cannon fires, it fire a clone of the actual cannonball. So, how would I script the CLONE to disappear and not the cannonball itself when the clone collides with something.
COMMUNITY QUESTION
How do I make a cannonball dissapear?
2 answers
Well, I would use a BuiltInFunction. Like :remove()
ex.
local part = game.workspace.Part
wait(1)
part:Remove()
^^ Hope this helped.
-TheArcticTerminal
Eh, I Suggest changing your whole script to something based on rays with bullet drop and then add cannonball animation, since it is more convenient in every single way
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6 comments
I get what you're saying, but how do I specify for it to remove the clone, not just a part.
Set a variable to the clone then attach the remove function to it.
":Remove()" was deprecated. Use ":Destroy()" as an alternative.
Wow. Your method works, I believe. But my problem was that I was using a premed weapon with scripts and stuff and it already had a clone variable taken care of. I just had to change some names and add a :Destroy(). My bad, thanks for the help, I will use it in the future.
Thanks to Giono1 or me?
Thanks to Gion01 for the help and example and thanks to you for the extra tip with :Destroy()