i have a grenade... and when i throw it it can reload. but i want to make it more realistic so i trought i can add script.Parent.Parent:remove(). but, idk where to place it! i tryed it myself but i didnt work because idk where to place it. can you please help? here's the script.

local tool = script.Parent
local config = tool:WaitForChild("Configurations")


function AngleOfReach(distance, altitude, velocity)
	local theta = math.atan((velocity^2 + math.sqrt(velocity^4 -196.2*(196.2*distance^2 + 2*altitude*velocity^2)))/(196.2*distance))
	if theta ~= theta then
		theta = math.pi/4
	end
	return(theta)
end


function Explode(part)
	local explosion = Instance.new("Explosion", workspace)
	explosion.Position = part.Position
	explosion.BlastRadius = config.ExplosionRadius.Value
	part:Destroy()
end

script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition)
	local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) 
	local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) 
	local distance = (handlePos - mousePos).magnitude 
	local altitude = mousePosition.Y - tool.Handle.Position.Y
	local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) 
	
	tool.Handle.Transparency = 1
	local grenade = tool.Handle:Clone()
	grenade.Parent = workspace
	grenade.Transparency = 0
	grenade.CanCollide = true
	grenade.CFrame = tool.Handle.CFrame
	grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long
	spawn(function()
	if config.ExplodeOnTouch.Value then
		grenade.Touched:connect(function(hit)
			if hit.Parent ~= tool.Parent and hit.CanCollide then 
				Explode(grenade)
			end
		end)
	else
		
			wait(config.FuseTime.Value)
			Explode(grenade)
	end
	end)
	wait(config.Cooldown.Value)
	tool.Handle.Transparency = 0
end)

2 comments

0

Making this a comment, because it might not work, but maybe adding a wait(TimeAmount) then grenade:Destroy()? Obviously replace "grenade" with something like game.Workspace:FindFirstChild("Grenade")

0

try using game.Debris:AddItem(grenade,1--number for how long til destroyed) Instead of :Destroy().