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# Why Won't Damage Code Work Inside This Attack's Script?

So I've been trying to get this attack of mine to do damage. The script creates a long cylinder as if its a "beam" and the goes through some loops to keep it centered with the characters HumanoidRootPart. I went and tried to add damage so that it would do about 5 damage every 1 second that it is touched but no damage script that I have tried has been working, this includes a damage script inside the part by itself. Could anyone help? The part of the script I want to add damage to is below:

Part in Script that creates and centers beam(I need a piece of code somewhere in here to do damage while the loops are going, I have already tried putting damage code inside the loops as well):

local Beam = game.ReplicatedStorage.Parts.Beam:Clone()
Beam.CFrame = (player.Character.HumanoidRootPart.CFrame*CFrame.new(0, 0.5, -5)) *CFrame.Angles(0, math.rad(90), 0)
Beam.Anchored = true
Beam.CanCollide = false
Beam.Parent = player.Character
local increase = 0
for i = 1, 25 do
increase = increase + 2.6
Charge.CFrame = player.Character.HumanoidRootPart.CFrame*CFrame.new(0, 0.5, -5)
wait()
Beam.CFrame = (player.Character.HumanoidRootPart.CFrame*CFrame.new(0, 0.5, -5 - increase)) *CFrame.Angles(0, math.rad(90), 0)
Beam.Size = Beam.Size + Vector3.new(5, 0.2, 0.2)
end
for i = 1, 50 do
wait()
Charge.CFrame = player.Character.HumanoidRootPart.CFrame*CFrame.new(0, 0.5, -5)
Beam.CFrame = (player.Character.HumanoidRootPart.CFrame*CFrame.new(0, 0.5, -5 - increase)) *CFrame.Angles(0, math.rad(90), 0)
end

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How would your beam know it's touching a player if it's CanCollide is false? By damage code, have you tried player.Character.Humanoid:TakeDamage(5)? I know it hurts the caster. MooMooThalahlah 421 — 2y
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Maybe use a coroutine? It might not help but it's worth a try. steven73598233 75 — 2y
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I have tried making it do damage even to the caster and it didn't work, also, I have other attacks that work fine with the damage code and have cancollide set to false. I can't do a coroutine because it creates a new beam everytime. Also, can't use ray casting because that isn't the look that I'm going for with this attack. Wolf5429 15 — 2y

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Im new and i dont really know but i suppose you could make a script (or maybe a localscript, idk) that says the following.

function onTouched(part)
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
h.Health = h.Health-5
wait(1)
end
end
script.Parent.Touched:connect(onTouched)?


and duplicate it in every single part of the sword (example: handle)

im new so this script is pretty bad, just hope it works for you.

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I appreciate the effort, but like i said I have already tried this. Also, i'm not making a sword, it is a beam attack. Wolf5429 15 — 2y