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How do i get the tools to work on servers?

Asked by 6 years ago

I'm working on a project at the moment that includes trees and other objects that can be destroyed by using specific tools.

The tools simply run an animation when activated.

Tools - local script

local Tool = script.Parent
local character = game.Players.LocalPlayer.Character
local CanSwing = true
local Hit = script.Parent.Hitting

------------------


Tool.Activated:Connect(function()
    if CanSwing == true and Hit.Value == false then
        CanSwing = false
        game.ReplicatedStorage["Tool swing"]:FireServer("1952121150")
        wait(0.3)
        Hit.Value = true
        wait(0.4)
        CanSwing = true
        Hit.Value = false
    end
end)

I'm running a Touched function on the objects, that checks to see if the tool is hitting when making contact. This runs fine locally, but of coarse, this doesn't work as intended on servers.

Objects - script

local Root = script.Parent.Parent
local TreeModel = script.Parent
local tree = script.Parent.TreeCentre

local HitSound = game.Workspace.Sounds.TreeHit
--local HitSound = script.Parent.TreeHit

local Hits = 0      
local HitsN = 20    --This is the health of the tree.
local CanHit = true

TreeModel.PrimaryPart = TreeModel.TreeCentre
debounce = false


------------------Functions------------------

function OnStart()
    wait()
    tree.Anchored = true
    tree.CanCollide = true
    TreeModel:MakeJoints()

local centre = TreeModel
    for _,part in pairs(TreeModel:GetDescendants()) do
       if part:IsA("BasePart") and part ~= TreeModel.PrimaryPart then
          local weld = Instance.new("Weld")
         weld.Part0 = TreeModel.PrimaryPart
          weld.Part1 = part
          weld.C1 = part.CFrame:toObjectSpace(TreeModel.PrimaryPart.CFrame)
          weld.Parent = TreeModel.PrimaryPart
       end
    end
end

OnStart()

tree.Touched:Connect(function(hit)
    if debounce == true then return end     --Delays the function a bit.
        debounce = true 
        if hit.Parent:findFirstChild("ToolHead")and hit.Parent:findFirstChild("Hitting")then
            if CanHit == true and hit.Parent.Hitting.Value == true then --you are actually hitting, and not just bumping into the tree
                CanHit = false
                LeavesDrop()
                HitSound:play()
                wait()
                TreeModel:SetPrimaryPartCFrame(TreeModel:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(4), 0))
                wait()
                TreeModel:SetPrimaryPartCFrame(TreeModel:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(-4), 0))
                wait()
                TreeModel:SetPrimaryPartCFrame(TreeModel:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(-4), 0))
                wait()
                TreeModel:SetPrimaryPartCFrame(TreeModel:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(4), 0))
                Hits = Hits + hit.Parent.hitLvl.Value
                if Hits >= HitsN then
                    Hits = 0
                    TreeDestroy()
                else
                    wait(0.6)       --If the tree isn't dead, then wait,
                    CanHit = true   --and make the tree hittable again.
                end
                LeavesDrop()
            end
        end
    debounce = false
end)


function LeavesDrop()
    for i,v in pairs(script.Parent:GetDescendants()) do
        if v:IsA("ParticleEmitter") then
            if v.Enabled == false then
                v.Enabled = true
            else
                v.Enabled = false
            end
        end
    end
end     


function TreeDestroy()
    TreeModel.Chopped.Value = true
    tree.Anchored = false
    LeavesDrop()

end

I did some testing, and apparently the objects won't identify the value of hit.Parent.Hitting.Value.

How can i get this to work on servers? I've thought about using RemoteEvents but i'm not sure how to integrate this into the scripts.

0
you should do it locally in the tool not the tree its less efficient on the tree mattchew1010 396 — 6y
0
Not sure i understood that GlennJoakim 35 — 6y

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Answered by 6 years ago

I managed to hook the objects and the tool up with a RemoteEvent , and so far it works.

I still don't get your comment, mattchew1010. Sorry

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