Good morning/afternoon/evening, ladies and gentlemen.
I'm trying to create a fireball in which breaks into smaller fireballs upon impact against a hard feature being cancollide = true and anchored = true. The fireball scripts works as far as generating a fireball in front where my torso front position is facing perfectly. However, the spread effect is where I'm having some troubles. All suggestions and recommendations are welcome. Thank you, for your time.
local function GenerateFireball(Location, Direction, Length) -- CFrame, Vector3, Int
local NewFireball = BaseFireball:Clone()
NewFireball.CFrame = Location
NewFireball:WaitForChild('Force').Velocity = Direction * 100
NewFireball.Parent = workspace
delay(Length, function()
NewFireball:Destroy()
end)
local Debounce = false
NewFireball.Touched:Connect(function(Part)
if not Debounce then
if Players:GetPlayerFromCharacter(Part.Parent) and Players:GetPlayerFromCharacter(Part.Parent).Character ~= Creator then
Debounce = true
local Humanoid = Part.Parent:FindFirstChild('Humanoid')
Humanoid.Health = Humanoid.Health - (Humanoid.MaxHealth / 3)
elseif Part.Anchored == true and Part.CanCollide == true then
for i=1,10 do
local part = BaseFireball:clone()
part.Parent = workspace
part.Position = BaseFireball.Position
BaseVelocity:clone().Parent = part
part.Size = Vector3.new(0.5,0.5,0.5)
part.CFrame = BaseFireball.CFrame
--part.BodyVelocity.MaxForce = Vector3.new(1e8,0,1e8)
--part.ParticleEmitter.LockedToPart = false
part.BaseVelocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30))
part.Parent = game.Workspace
game.Debris:AddItem(part,1)
end
wait(1)
Debounce = false
end
end
end)
end
~ sparkevin

1 comment
clone is deprecated use Clone. Find it funny how you use it correctly once then the next you use the deprecated version.