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Managed to fail this --- How?

Asked by 9 years ago

I'm making a mech and it has to fire at a certain person if you press their button. I'm testing the concept of only firing if there's a clear path to the target. This is my script below:

Arthur = game.Workspace.Arthur

function RangeClear(Target2)
    print("Finding range")
    local Ray = Ray.new(
        script.Parent.CFrame.p,
        (Target2.CFrame.p - script.Parent.CFrame.p).unit * 300
    )
    Ignore = script.Parent.Parent
    hit, position = Workspace:FindPartOnRay(Ray, Ignore)
    rek = hit and hit.Name == "Torso"
    if rek then return true
    end
end

function Fire(Target3)
    print("Firing beam")
    local Beam = Ray.new(
        script.Parent.CFrame.p,
        (Target3.CFrame.p - script.Parent.CFrame.p).unit * 500
    )
    BeamIgnore = script.Parent.Parent
    Beamhit, beamposition = Workspace:FindPartOnRay(Beamhit, BeamIgnore)
    Humanoid = hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid")
    if Humanoid then
        Humanoid:TakeDamage(50)
    end

    distance = (beamposition - script.Parent.CFrame.p).magnitude
    P = Instance.new("Part", game.Workspace)
    P.Name = "Ray"
    P.BrickColor = BrickColor.new("Bright red")
    P.Transparency = .5
    P.Anchored = true
    P.CanCollide = false
    P.TopSurface    = Enum.SurfaceType.Smooth
    P.BottomSurface = Enum.SurfaceType.Smooth
    P.FormFactor = Enum.FormFactor.Custom
    P.Size = Vector3.new(.2, .2, distance)
    P.CFrame = CFrame.new(beamposition, script.Parent.CFrame.p) * CFrame.new(0, 0, -distance/2)
end

function CheckToFire(Target)
    if RangeClear(Target) == true then Fire(Target)
    end
end
wait(3)
print("FIRING")
wait(1)
CheckToFire(Arthur.Torso)

How did I fail?

EDIT: I've changed the script to this:

Arthur = game.Workspace.Arthur

function RangeClear(Target2)
    print("Finding range")
    local Ray = Ray.new(
        script.Parent.CFrame.p,
        (script.Parent.CFrame.p - Target2.CFrame.p).unit * 300
    )
print("Made ray")
    Ignore = script.Parent.Parent
    hit, position = Workspace:FindPartOnRay(Ray, Ignore)
print("Processed")

    if hit.Parent:FindFirstChild("Humanoid") then
    print("Found")
    return Target2
    end
print("Sent value")
end

function Fire(Target3, Times)
    NOT = 0
    repeat
    print("Firing beam")
    local Beam = Ray.new(
        script.Parent.CFrame.p,
        (Target3.CFrame.p - script.Parent.CFrame.p).unit * 500
    )
    BeamIgnore = script.Parent.Parent
    Beamhit, beamposition = Workspace:FindPartOnRay(Beam, BeamIgnore)
    Humanoid = Beamhit and Beamhit.Parent and Beamhit.Parent:FindFirstChild("Humanoid")
    if Humanoid then
        Humanoid:TakeDamage(50)
    end

    distance = (beamposition - script.Parent.CFrame.p).magnitude
    P = Instance.new("Part", game.Workspace)
    P.Name = "Ray"
    P.BrickColor = BrickColor.new("Bright red")
    P.Transparency = .5
    P.Anchored = true
    P.CanCollide = false
    P.TopSurface    = Enum.SurfaceType.Smooth
    P.BottomSurface = Enum.SurfaceType.Smooth
    P.FormFactor = Enum.FormFactor.Custom
    P.Size = Vector3.new(.2, .2, distance)
    P.CFrame = CFrame.new(beamposition, script.Parent.CFrame.p) * CFrame.new(0, 0, -distance/2)
    game.Debris:AddItem(P, .3)
    NOT = NOT + 1
    wait(.5)
    until NOT == Times
end

function CheckToFire(Target)
    Check = RangeClear(Target)
    if Check == Target then
    Fire(Target, 3)
    end
end
wait(3)
print("FIRING")
wait(1)
CheckToFire(Arthur.Torso)

and the issue appears to be that in RangeClear(), it's not sending back that it's found the target.

0
Is there output / an error...? What testing have you done...? BlueTaslem 18071 — 9y
0
I've done a test where I put in prints. It prints up to "Finding range" then goes dead. SquirreIOnToast 309 — 9y

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