In my case i have teleport data from a different place that is used to position the player to a certain side of the map. Local HRP = char:WaitForChild("HumanoidRootPart") Local ReplicatedStorage = game:GetService("ReplicatedStorage") Server script: local Players = game:GetService("Players") :FireServer("Left", char)Įlseif playersInGame = player.Name then Local playersInGame = TeleportService:GetLocalPlayerTeleportData() Local Players = game:GetService("Players") Local script: local TeleportService = game:GetService("TeleportService") , i have a specific case that I need the char in the server script :FireClient(player, player, 1.5) - shake intensity LimbHandler.DamageLimb(torsos.Parent, "Right Arm", math.huge)Įlseif (torsos.Position - obj.Position).Magnitude < 30 then LimbHandler.DamageLimb(torsos.Parent, "Left Arm", math.huge) LimbHandler.DamageLimb(torsos.Parent, "Right Leg", math.huge) :FireAllClients(math.random(4,8), torsos.Position) If (torsos.Position - obj.Position).Magnitude < 12.5 then If torsos.Name = "Torso" and torsos:IsA("Part") then Local explosion = Instance.new("Explosion")įor index, torsos in pairs(workspace:GetDescendants()) do Here is the explosion function: function Explosion(obj) The only problem is I need to return a player arg in the fireclient() in order to use the shake, but I have no idea how to do this since my script gets every torso in the workspace to detect how close someone is to handle hit detection and limb loss etc, which I also want to use for handling the screenshake intensity and who is affected by it. I am trying to code an explosion shake for my grenade tool, and I want to use events to control when it shakes.
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