Roblox Studio Camera Script Kill Player - lua

I have this script that makes the camera follow the player from a top down perspective, but when the camera pass the 55 studs Y position the player die. I don't know how to make the player stop dying.
local Players = game:GetService("Players")
local offset = 0
local wheelpos = 20
local cam = game.Workspace.CurrentCamera
local RunService = game:GetService("RunService")
local mouse = Players.LocalPlayer:GetMouse()
cam.CameraType = "Scriptable"
RunService.RenderStepped:Connect(function()
local Pos = game.Players.LocalPlayer.Character.HumanoidRootPart.Position
local pos = Vector3.new(Pos.X ,wheelpos,Pos.Z)
local lookat = Vector3.new(Pos.x,0,Pos.Z)
cam.CFrame = CFrame.new(pos, -lookat)
end)
mouse.WheelForward:Connect(function()
if offset == 0 then
wheelpos += 5
offset += 1
offset = 0
end
end)
mouse.WheelBackward:Connect(function()
if offset == 0 then
wheelpos -= 5
offset += 1
offset = 0
end
end)
I tried to wait for player to spawn and then run the script but didn't work.

Related

How do you move a part to the player's torso using an offset?

I've tried switching from Vector3 to CFrame and it still hasn't been working. The best I've gotten is the part appearing like 10 feat in the air, this is what I have so far.
local Dog = game:GetService("ReplicatedStorage"):WaitForChild("PetTesting")
local RunService = game:GetService("RunService")
local tweenService = game:GetService("TweenService")
local Petfollow = game:GetService("ReplicatedStorage"):WaitForChild("PetFollow")
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(char)
wait(1)
local dc = Dog:Clone()
dc.Name = "Pet"
dc.Parent = char
local offsetCframe = CFrame.new(0, 0, 0)
dc.CFrame = char:WaitForChild("HumanoidRootPart").CFrame + offsetCframe
dc.Anchored = true
dc.CanCollide = false
dc.Transparency = 0
end)
end)
You can use a bit of CFrame manipulation as described in https://developer.roblox.com/en-us/api-reference/datatype/CFrame. I am not sure if this is the right way of doing this, so please reply if this is incorrect.
local offset = Vector3.new(0, 0, 10)
local newCFrame = humanoidRootPart.CFrame * offset

How to make an object move from top to bottom in Lua?

In a game I'm making, there's a square where the game is happening inside. I want the circles that spawn in to start at the top and travel down to the bottom. In the original program, they travel from left to right. How would I go about this? I don't know how to get it to start at the top and travel down instead of starting at the left and traveling to the right.
Here's the original code (I know it's a lot, sorry). I am trying to help a friend.
--Made by Joms or /u/jomy582
--Please credit me if using this in a battle.
spawntimer = 0
timerspawn = 0
storedtime = Time.time
bullets = {}
bulletsbig = {}
bulletswarn = {}
dir = 1
bigheight = {33, 98}
function Update()
spawntimer = spawntimer + (Time.dt*Time.mult)
timerspawn = timerspawn + (Time.dt*Time.mult)
--normal bullets
--change the number in the if statement to make them spawn more frequently/less frequently
--EX: spawntimer > 0.2 spawns them pretty fast
--EX2: spawntimer > 1 spawns them pretty slow
--Make sure to change the subtraction method in the if statement
if spawntimer > 0.16 then
spawntimer = spawntimer-0.16
local bullet = CreateProjectile("bullet", -Arena.width/2, math.random(-Arena.height/2, Arena.height/2))
bullet.SetVar("deadly", true)
table.insert(bullets, bullet)
end
--warning. spawns a warning every 5 seconds
--You could change it, but that may cause some bugs
if timerspawn > 2.2 then
timerspawn = timerspawn-2.2
dir = math.random(1,2)
local bulletwarn = CreateProjectile("warning", 0, Arena.height/2 - bigheight[dir])
bulletwarn.SetVar("warningtimer", 0)
bulletwarn.SetVar("soundtimer", 0)
bulletwarn.SetVar("animtimer", 0)
bulletwarn.SetVar("anim", 1)
table.insert(bulletswarn, bulletwarn)
end
--controlling normal bullets
--a simple method that moves the bullets 1 pixel each frame
--you can change it by editing the bullet.move
--EX: bullet.Move(5*Time.mult, 0) moves the bullets 5 pixels each frame
for i=1, #bullets do
local bullet = bullets[i]
if bullet.isactive then
bullet.Move(2*Time.mult, 0)
if bullet.y > -Arena.height/2 then
bullet.Remove()
end
end
end
--controlling warning timer
--a method that controls the warning timer
for i=1, #bulletswarn do
local bullet = bulletswarn[i]
if bullet.isactive then
local warningtimer = bullet.GetVar("warningtimer") + (Time.mult*Time.dt)
local soundtimer = bullet.GetVar("soundtimer") + (Time.mult*Time.dt)
local animtimer = bullet.GetVar("animtimer") + (Time.mult*Time.dt)
local bulletSprite = bullet.sprite
local anim = bullet.GetVar("anim")
--flashing colors
--change the animtimer > TIME where time is how often you want the warning to blink
--warnings last for 3 seconds. Can change that as well
--to get different colors, find the rgb value of the color you want and insert them below
if animtimer > 0.08 then
animtimer = animtimer-0.08
if anim == 1 then
local r = 0 --put Red value here
local g = 0 --put Green value here
local b = 169 --put Blue value here
bulletSprite.color = {r/255, g/255, b/255} -- changes the color to whatever you'd like. Uses RGB.
bullet.SetVar("anim", 2)
elseif anim == 2 then
local r = 0 --put Red value here
local g = 0 --put Green value here
local b = 255 --put Blue value here
bulletSprite.color = {r/255, g/255, b/255} -- changes the color to whatever you'd like. Uses RGB.
bullet.SetVar("anim", 1)
end
end
--plays a timer evert 10 frames for 3 seconds.
--change the soundname to change the sound
--change the soundtimer > 0.16 to change how often it plays
--can change how long it lasts as well by changing the less than statement
if soundtimer > 0.10 then
soundtimer = soundtimer-0.10
Audio.PlaySound("alarm")
end
--this controls when to spawn the bullets
--change the statement to change how long the warning timer is
if warningtimer > 2 then
warningtimer = warningtimer-2
Audio.PlaySound("shoot")
local bullet1 = CreateProjectile("leftbigbullet", Arena.width/2+30, Arena.height/2 - bigheight[dir]) --where to spawn them
bullet1.SetVar("speed", -4) --how fast
bullet1.SetVar("deadly", true)
local bullet2 = CreateProjectile("rightbigbullet", -Arena.width/2-30, Arena.height/2 - bigheight[dir]) --where to spawn them
bullet2.SetVar("speed", 4) --how fast
bullet2.SetVar("deadly", true)
table.insert(bulletsbig, bullet1)
table.insert(bulletsbig, bullet2)
bullet.Remove()
end
bullet.SetVar("warningtimer", warningtimer)
bullet.SetVar("animtimer", animtimer)
bullet.SetVar("soundtimer", soundtimer)
end
end
--controlling big bullets
--this method controls the big bullets
for i=1, #bulletsbig do
local bullet = bulletsbig[i]
if bullet.isactive then
local speed = bullet.GetVar("speed")
bullet.SendToBottom()
bullet.Move(speed*Time.mult, 0)
if bullet.absx > 700 or bullet.absx < -70 then
bullet.Remove()
end
end
end
end
function OnHit(bullet)
if(bullet.getVar("deadly")) then
Player.Hurt(3)
end
end

How to spawn a part at the current mouse position in Roblox Lua?

I've been working on a script for Roblox. Here's the code:
local UIS = game:GetService("UserInputService")
local Player = game.Players.LocalPlayer
local Mouse = Player:GetMouse()
local Activation =
Instance.new("Sound",game.Players.LocalPlayer.Character.Head)
local char = Player.Character
local hum = char.Humanoid
local root = char.HumanoidRootPart
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.F then
Activation.SoundId = "rbxassetid://1581091676" --Plays Mangekyou Sharingan Activation Sound.
Activation:Play()
wait(0.3)
game.Players.LocalPlayer.Character.Head.face.Texture = "rbxassetid://76285632" --When F is pressed, face texture changes to sharingan decal.
game:GetService("Chat"):Chat(Player.Character.Head, "Mangekyou Sharingan!")
end
end)
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.R then
Activation.SoundId = "rbxassetid://1580990602" --Plays Amaterasu Activation Sound.
Activation:Play()
game:GetService("Chat"):Chat(Player.Character.Head, "Amaterasu!")
local Target = Instance.new("Part") --makes a part
Target.Parent = game.Workspace
Target.Position = Vector3.new(Mouse.target.Position) --makes the part spawn where the mouse is
Target.Transparency = 1
Target.Anchored = true
Target.CanCollide = false
local Amaterasu = Instance.new("Fire")
Amaterasu.Parent = game.Workspace.Part
Amaterasu.Color = Color3.new(0,0,0)
Amaterasu.SecondaryColor = Color3.new(0,0,0) --amaterasu properties
Amaterasu.Size = 25
local R = Instance.new("RocketPropulsion") --rocket propulsion, parents amaterasu
R.Parent = Amaterasu
R.MaxThrust = 300
R.ThrustP = 30
R:Fire()
end
end)
UIS.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.G then
game.Players.LocalPlayer.Character.Head.face.Texture = "rbxassetid://22557247" --When G is pressed, face texture changes back to normal.(leaves face blank isnt working :/)
end
end)
-----------------------------
What I need help with is spawning a the part that parents the amaterasu fire at the current position of my mouse in game. I have researched and tried both Target.Position = Vector3.new(Mouse.target.Position), and Target.Position = Vector3.new(Mouse.Hit).
These both don't work and the end result is the part spawning in the middle of the baseplate no matter where my mouse's position is in game.
What we need is a CFrame. So we'll do:
Target.CFrame = CFrame.new(Mouse.target.Position)
Here is the ticket
local Part = Instance.new("Part",game.Workspace);
Part.CFrame = Mouse.Hit;
Target.CFrame = CFrame.new(Mouse.target.Position)
That Should Work

corona and appwarp moving hero in multiplayer

I am trying to move my hero in a multiplayer setup to the left and right.
I have to squares to initiate move left and move right for a regular crircle on a ground.
I am using AppWarp to initate the multiplayer instance and that is working fine, however I am having trouble on how to communicate the moving of the circle.
Here is my lua:
-- When left arrow is touched, move character left
function left:touch()
motionx = -speed;
end
left:addEventListener("touch",left)
-- When right arrow is touched, move character right
function right:touch()
motionx = speed;
end
right:addEventListener("touch",right)
-- Move character
local function movePlayer (event)
appWarpClient.sendUpdatePeers(tostring(player.x))
end
Runtime:addEventListener("enterFrame", movePlayer)
-- Stop character movement when no arrow is pushed
local function stop (event)
if event.phase =="ended" then
motionx = 0;
end
The keyline here is
appWarpClient.sendUpdatePeers(tostring(player.x))
with this I send the current X position of my hero (the circle) and in my warplisteners I pick it up like so:
function onUpdatePeersReceived(update)
local func = string.gmatch(update, "%S+")
-- extract the sent values which are space delimited
--local id = tostring(func())
local x = func()
statusText.text = x
player.x = x + motionx
end
When I start the game on 2 clients I can start moving the ball but it is wobbeling back and forth between 62 units, wich i guess is my speed
speed = 6; -- Set Walking Speed
if I change this:
function onUpdatePeersReceived(update)
local func = string.gmatch(update, "%S+")
-- extract the sent values which are space delimited
--local id = tostring(func())
local x = func()
statusText.text = x
player.x = x + motionx
end
to this:
function onUpdatePeersReceived(update)
local func = string.gmatch(update, "%S+")
-- extract the sent values which are space delimited
--local id = tostring(func())
local x = func()
statusText.text = x
player.x = player.x + motionx
end
(last line before "end")
player.x = player.x + motionx
instead of
player.x = x + motionx
The coordinates gets updated but the hero only moves on one of the screens.
Any idea how to implement a better movement system that moves my hero on both clients at the same time?
Kind regards
edit:
Added if-else, it was pending between +-speed and 0 since the speed is 0 when hero is stopped.
if(motionx ~= "0") then
player.x = player.x + motionx
statusText.text = "motionx ~= 0"
elseif(motionx == "0") then
player.x = player.x
else
statusText.text ="Something went horribly wrong"
end

Receiving "Attempt to index global 'sprite' (a nil value)" in Lua

Im attempting to make a simple game app and keep running into this problem. I stopped programming in Lua for a few years so I don't exactly remember how to fix this. Anyway, my code is as follows:
EDIT: Here is the entire file. Still trying to figure out the formatting of Stack Overflow. Error occurs at line 76.
module(..., package.seeall)
-- Main function - MUST return a display.newGroup()
function new()
local localGroup = display.newGroup()
---------
local Rad = math.rad
local Sin = math.sin
local Cos = math.cos
local Pi = math.pi
local Atan2 = math.atan2
local radD = 180 / Pi
local DegR = Pi / 180
local touchPoint = display.newCircle(localGroup, -50, -50, 20)
touchPoint.isFocus = false
touchPoint.alpha = 0
function GetDistanceFromObjects(obj1, obj2)
local xDist = obj1.x - obj2.x
local yDist = obj1.y - obj2.y
local dist = Sqrt((xDist * xDist) + (yDist * yDist))
return dist
end
function getAngleDeg(inX1, inY1, inX2, inY2)
local xDist = inX2 - inX1
local yDist = inY2 - inY1
local angRad = Atan2(yDist, xDist)
return angRad * radD + 90
end
require "sprite"
function VectorFromAngle(inAngle, inVelocity)
local vx = Cos(Rad(inAngle-90))
local vy = Sin(Rad(inAngle-90))
if(inVelocity ~= nil)then
vx = vx * inVelocity
vy = vy * inVelocity
end
return vx,vy
end
require ( "physics" )
physics.start()
physics.setGravity( 1, 1 )
--( x, y )
--physics.setDrawMode ( "hybrid" )
math.randomseed(os.time())
local background = display.newImage("yazd.jpeg")
localGroup:insert(background)
--width of image divided by # of pics lined up from left to right (in the sprite) = the first #
--height of image divided by # of pics lined up from top to bottom (in the sprite) = the second #
local birdSheet = sprite.newSpriteSheet( "enemy.jpg", 59, 50 )
local birdSet = sprite.newSpriteSet(birdSheet, 1, 1)
-- images 1-14
sprite.add( birdSet, "bird", 1, 1, 200, 0 )
-- play 1-14, each image every 200 ms, 0 = loop count, which is infinite
local bird1 = sprite.newSprite( birdSet )
bird1.x = 40 -- starting point
bird1.y = 40 -- starting point
bird1.xScale = 0.5 --scale down x
bird1.yScale = 0.5 --scale down y
bird1:prepare("bird") --prepare sprite sequence
bird1:play() --play sprite
localGroup:insert(bird1)
--only local to this group
local killSheet = sprite.newSpriteSheet("explosion.png", 100, 100)
local killSet = sprite.newSpriteSet(killSheet, 1, 9)
sprite.add(killSet, "kill", 1, 9, 200, 1)
local birdCount = 1
local transDirection12
local function transDirection1()
bird1.xScale = 0.5
transition.to(bird1, {time=math.random(200,500), x = math.random(200,490), y = math.random(10,310), alpha = (math.random(9,100))/100, onComplete = transDirection12})
end
transDirection12 = function()
bird1.xScale = 0.5
transition.to(bird1, {time= math.random(200,500), x = math.random(200,490), y = math.random(10,310), alpha = (math.random(9,100))/100, onComplete = transDirection1})
end
transDirection1()
-- local transDirection1 declares what will be used (local function)
-- transDirection1 = function
-- following it are the function qualities
-- declares it will use object/image called bird1 and scales it to .5
-- time = ____ means it will take a certain time, between ____ and ____ to complete the transition
-- x=____ means that is where it will move to on the x axis
-- y=____ means that is where it will move to on the y axis
-- alpha = ___ means the is how transparent it will be
-- onComplete = ________ means that when the action is complete, it will call another function
-- The next function has the same qualities as transDirection1, but the onComplete part calls transDirection1 and they continue to loop
-- transDirection1() declares transDirection1 so the app knows about it and can use it
-- the other trans do not need to be declared because they are part of transDirection1, which is already declared
--(x, y, size.x, size.y)
local player = display.newImage( "mk11.png" )
player.x = 240
player.y = 260
player.xScale = .5
player.yScale = .5
localGroup:insert( player )
-- add physics to all the objects wanted: (object wanted, "static" or "dynamic")
physics.addBody(player, "static", {radius=30, isSensor = true})
physics.addBody(bird1, "static", {radius=23})
local function shoot(inPointX, inPointY)
-- (start at the x of the player + 10, also start at the y of the player, the radius of the circle is 5)
local bullet = display.newImage( "bullet2.png" )
bullet.x = player.x
bullet.y = player.y
-- add physics to the object, which is the bullet.
-- Make the bullet "dynamic" or moving
physics.addBody(bullet, "dynamic")
bullet.isFixedRotation = true
localGroup:insert( bullet )
local velocity = 300
local vx, vy = VectorFromAngle(player.rotation, velocity)
bullet.rotation = player.rotation
bullet:setLinearVelocity(vx, vy)
end
function RotateToTouchPoint(inPointX, inPointY)
local ang = getAngleDeg(player.x, player.y, inPointX, inPointY)
player.rotation = ang
end
local function ScreenTouchListener(event)
local phase = event.phase
if(phase == "began")then
if(touchPoint.isFocus == false)then
touchPoint.alpha = 1
touchPoint.x = event.x
touchPoint.y = event.y
display.getCurrentStage():setFocus(touchPoint, event.id)
touchPoint.isFocus = true
RotateToTouchPoint(event.x, event.y)
shoot(event.x, event.y)
end
elseif(touchPoint.isFocus)then
if(phase == "moved")then
touchPoint.x = event.x
touchPoint.y = event.y
RotateToTouchPoint(event.x, event.y)
elseif(phase == "ended" or phase == "cancelled")then
display.getCurrentStage():setFocus(touchPoint, nil)
touchPoint.isFocus = false
touchPoint.alpha = 0
end
end
return true
end
local function gotShot (event)
event.target:removeSelf()
event.other:removeSelf()
local explosion = sprite.newSprite(killSet)
explosion.x, explosion.y = event.target.x, event.target.y
explosion:prepare("kill")
explosion:play()
localGroup:insert( explosion )
birdCount = birdCount - 1
-- when there are no more birds, remove the runtime event listener and perform the
-- function with a delay of 500 m.s. The function changes the scene to test.lua
if "ended" then
if birdCount == 0 then
Runtime:removeEventListener("touch", ScreenTouchListener)
timer.performWithDelay(500, function()
director:changeScene("mainPage") end, 1)
end
end
end
bird1:addEventListener("collision", gotShot)
Runtime:addEventListener("touch", ScreenTouchListener)
---------
-- MUST return a display.newGroup()
return localGroup
end
Any help is appreciated!
The error message is perfectly clear -- the variable sprite used at this line:
local bird1 = sprite.birdSheet( birdSet )
has a nil value, meaning it has not been initialized or was set to nil. You need to show the earlier code where you should have set it up.
(After OP updates)
I think this line
require "sprite"
should actually be
sprite = require "sprite"
You can read more in modules tutorial here:
http://lua-users.org/wiki/ModulesTutorial

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