touched = false
local ignore = {}
function hit(hit)
if hit.Name == "debrispart" or hit.Name == "Bullet" then return end
if touched == false then
touched = true
local ray = Ray.new(script.Value.Value.Position, (script.Parent.Position - script.Value.Value.Position).unit * 500)
local boi=game.Workspace:GetChildren()
for i = 1,#boi do
if boi[i].Name == "Bullet" then
table.insert(ignore,boi[i])
end
end
local parto, positiono = workspace:FindPartOnRayWithIgnoreList(ray,ignore, false, true)
local part = hit
if part.Anchored == false then
part:BreakJoints()
local a = part.Position
local b = script.Value.Value.Position
local dir = (a - b).unit
part.Velocity = part.Velocity + dir * math.random(20,30) + Vector3.new(math.random(-10,10),math.random(-10,10),math.random(-10,10))
------- extreme math equations
local v = 30
local c = 50
local m = part:GetMass()
if m< 20 then
m = 20
end
part.RotVelocity =Vector3.new(math.random(-v,v)/(m/c),math.random(-v,v)/(m/c),math.random(-v,v)/(m/c))
game:GetService("Debris"):AddItem(script.Parent,0.1)--penetration
end
local a = part.Parent:findFirstChild("Humanoid")
local b = part.Parent.Parent:findFirstChild("Humanoid")
local debrispart = Instance.new("Part")
debrispart.Name="debrispart"
debrispart.Size = Vector3.new(0.05,0.05,0.05)
debrispart.BrickColor = part.BrickColor
debrispart.Anchored=true
debrispart.CanCollide = false
debrispart.Transparency=1
debrispart.Position=positiono
debrispart.Parent=game.Workspace
if a == nil and b == nil then
local thingy = script.debris:Clone()
thingy.Color=ColorSequence.new(part.Color,part.Color)
thingy.Parent=debrispart
spawn(function()
thingy:Emit(10)
end)
end
if a ~= nil or b ~= nil then
local thingy = script.blood:Clone()
thingy.Parent=debrispart
spawn(function()
thingy:Emit(10)
end)
end
game:GetService("Debris"):AddItem(debrispart,1)
game:GetService("Debris"):AddItem(script.Parent,0.05)
--[[if position ~= nil then
end]]--
end
end
script.Parent.Touched:connect(hit)
COMMUNITY QUESTION
How to add dmg from bullet?
0 answers
No public answers were preserved for this question.
This discussion is preserved as it was. New answers, comments, and votes are closed.

1 comment
Don't use :connect() as it is deprecated. Use :Connect() instead