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why is projectile not going to the location of my mouse?[Solved]

Asked by
tacotown2 119
6 years ago
Edited 6 years ago
---local script
local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local input = game:GetService("UserInputService")
local remote = game.ReplicatedStorage.Mera4
local Mouse = plr:GetMouse()
local db = true
if game.Players.LocalPlayer.PlayerGui.Waitmove:WaitForChild("FireBall")then
input.InputBegan:Connect(function(key, gameprocced)
    if key.KeyCode == Enum.KeyCode.T and not gameprocced then
        local anim = Instance.new("Animation")
    anim.AnimationId = "http://www.roblox.com/Asset?ID=02626118289"
    local animtrack = game.workspace[plr.Name].Humanoid:LoadAnimation(anim)
    animtrack:Play()
        remote:FireServer(Mouse.Hit, db)
        wait(2)
        db = false
    end
end)
end
--- server script
local remote = game.ReplicatedStorage.Mera4
remote.OnServerEvent:Connect(function(plr,char,Mouse,db)
    local dmg = false
    db = true
    local FP = game.ReplicatedStorage.BF:Clone()
    FP.Parent = plr.Character["Right Arm"]
    local Kew = game.ReplicatedStorage.BFF:Clone()
    Kew.Parent = plr.Character["Right Arm"]
    local aa = game.ReplicatedStorage.BFFF:Clone()
    aa.Parent = plr.Character["Right Arm"]
    local nn = game.ReplicatedStorage.BFFFF:Clone()
    nn.Parent = plr.Character["Right Arm"]
    local eee = game.ReplicatedStorage.BFFFFF:Clone()
    eee.Parent = plr.Character["Right Arm"]
    local fefe = game.ReplicatedStorage.BFB:Clone()
    local par = Instance.new("Part")
    par.Transparency = 0
    par.CanCollide = false
    par.Anchored = true
    wait(1)
    plr.Character.Torso.Anchored = true
    par.Shape = "Ball"
    par.Size = Vector3.new(20,20,20)
    par.CFrame = plr.Character.Torso.CFrame * CFrame.new(0,25,0)
    par.TopSurface = "Smooth"
    par.BackSurface = "Smooth"
    local eo = Instance.new("Smoke")
    eo.Size = 30
    eo.Color = Color3.new("Grey")
    eo.Parent = par
    par.BrickColor = BrickColor.new("Bright orange")
    par.Material = "Neon"
    par.Parent = game.Workspace
    Kew.Parent = par
    aa.Parent = par
    nn.Parent = par
    eee.Parent = par
    wait(0.250)
    par.Size = Vector3.new(21,21,21)
    wait(0.250)
    par.Size = Vector3.new(23,23,23)
    wait(0.250)
    par.Size = Vector3.new(25,25,25)
    wait(0.250)
    par.Size = Vector3.new(27,27,27)
    wait(0.250)
    par.Size = Vector3.new(28,28,28)
    wait(0.250)
    par.Size = Vector3.new(30,30,30)
    wait()
    plr.Character.Torso.Anchored = false
    par.Anchored = false
    local BV = Instance.new("BodyVelocity")
    BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
    BV.Velocity = Mouse.lookVector----par.Position = CFrame.new(plr.Character.Torso.Position,pos)
    BV.Parent = par
    fefe.Parent = par
    wait()
    par.CFrame = plr.Character.Torso.CFrame * CFrame.new(0,15,0)
    wait(0.250)

    plr.Character["Right Arm"].Transparency = 0.8
par.Touched:Connect(function(hit)
            local hum = hit.Parent:FindFirstChild("Humanoid")
            if hit.Parent:FindFirstChild("Humanoid") == nil then return end
            if dmg == false then
                dmg = true
                if hum.Parent == char then

                hum.Health = hum.Health - 0
                else 
                    hum.Health = hum.Health -  70
            end
        end
    end)
    wait(4)
     plr.Character["Right Arm"].Transparency = 0
    FP:Destroy()
    par:Destroy()
    db = false
end)
0
question, why did you send the debounce over as an argument? theking48989987 2147 — 6y
0
also, you could really shorten the code from 59 to 71 by using a numeric for loop or tweening the size theking48989987 2147 — 6y
0
oke...... so how do i fix this? tacotown2 119 — 6y

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