can someone help me on how show i move the NPCs through a path, like in the tds game?. I have tried this
local function move()
-- source is an array with all the positions it has to go to
for i=1,#source,1 do
-- This is in case the MoveTo takes more than 8 seconds
local itreached = false
while itreached == false do
npc.Humanoid:MoveTo(source[i].Position)
wait()
npc.Humanoid.MoveToFinished:Connect(function()
itreached = true
end)
end
end
end
and it works to an extend , that when i approach the npc it somehow falls and lags , otherwise if i just run it without a player it works just fine. Are there other techniques, like lerp or tween? I tried using lerp, but i couldn't move the whole model.
video showing the problem
You are running into an issue with network ownership. The Roblox engine decides who is responsible for calculating the positions of objects based on some calculation around who is closest to the object and who has a strong enough machine to do the calculation. For example, desktop computers and laptops tend to have a wider sphere of influence than mobile devices. Anyways, when you walk close it the NPCs, there is a handoff of ownership, and that is causing the NPCs to fall over. So to fix it, you need to call SetNetworkOwner(nil) on the NPC's PrimaryPart so that the part is owned by the server.
npc.PrimaryPart:SetNetworkOwner(nil)
Also, if you want to clean up your code, you can make it entirely driven by events. Once you tell it to start moving, it will select the next target once it arrives.
local targetPos = 1
local function move()
npc.Humanoid:MoveTo(source[targetPos].Position)
end
-- listen for when the NPC arrives at a position
npc.Humanoid.MoveToFinished:Connect(function(didArrive)
-- check that the NPC was able to arrive at their target location
if not didArrive then
local errMsg = string.format("%s could not arrive at the target location : (%s, %s, %s)", npc.Name, tostring(targetPos.X), tostring(targetPos.Y), tostring(targetPos.Z))
error(errMsg)
-- do something to handle this bad case! Delete the npc?
return
end
-- select the next target
targetPos = targetPos + 1
-- check if there are any more targets to move to
if targetPos <= #source then
move()
else
print("Done moving!")
end
end)
Related
I'm trying to implement a system in Roblox Studio that allows a player to cause damage to all players nearby when they jump. I'm trying to develop code that is triggered when the player jumps, and as they land, 10 damage is caused to all players (and dummies for testing purposes) nearby. I've tried three or four different approaches, but none of them seem to work. Here's the latest version of my code:
function onJump(player)
-- Get the player's position
local playerPosition = player.Character.HumanoidRootPart.Position
-- Find all players and dummys within a 5 block radius of the player
local objectsInRange = game:GetService("Workspace"):GetDescendants()
local objectsToDamage = {}
for _, object in pairs(objectsInRange) do
if object:IsA("Player") or (object:IsA("Model") and object.Name == "RespawnDummy") then
local objectPosition = object.PrimaryPart.Position
local distance = (playerPosition - objectPosition).Magnitude
if distance <= 5 then
table.insert(objectsToDamage, object)
end
end
end
-- Damage all players and dummys within range
for _, objectToDamage in pairs(objectsToDamage) do
if objectToDamage:IsA("Player") then
objectToDamage.Character.Humanoid:TakeDamage(10)
elseif objectToDamage:IsA("Model") then
objectToDamage:BreakJoints()
end
end
end
-- Connect the function to the player's Jump event
game.Players.Player.Character.Humanoid.Jump:Connect(onJump)
The biggest challenge seems to be simply having the script identify when a player jumps. I'm not getting any error messages - but I'm also not getting any output if I add a 'print' command inside this function, so it doesn't look as though the jump is being picked up at all.
I'm a newbie developer of roblox.
I'm trying to place a player in a specific position on first load in this way:
In StarterPlayer > StarterPlayerScripts I added a LocalScript with the following code:
local cf = CFrame.new(500, 5, 50)
local Char = game.Players.LocalPlayer
Char.HumanoidRootPart.CFrame = cf
When I click play, nothing happen onload.
What I'm doing wrong?
#ItsJustFunboy is half correct, you do need to use the Model:MoveTo function, but you might have some other issues as well : timing and LocalScripts.
Timing-wise, you have this code in StarterPlayerScripts. These LocalScripts execute when the Player joins the game, not when their character model appears. So it's possible that their character doesn't even exist at the time you're telling it to move. If you want to guarantee that the character model exists at the time you run this code, it needs to be in StarterCharacterScripts.
As for the problem with LocalScripts, they make changes to the world only on your client. Meaning that if you move your character in a LocalScript, then all the other players will still see your character model where it was, not where you moved it. So unless this is intentional, if you want everyone to see this change, you need to move the character model in a server-side Script.
So in a Script in the Workspace or in ServerScriptService, try this :
-- wait for a player to join the game
game.Players.PlayerAdded:Connect(function(player)
-- wait for their character to load into the game
player.CharacterAdded:Connect(function(character)
-- yield the thread for but a moment so that the character can finish loading
wait()
-- move their character
local targetPosition = Vector3.new(500, 5, 50)
character:MoveTo(targetPosition)
end)
end)
use the MoveTo() function:
local plr = game.Players.LocalPlayer
plr.Character:MoveTo(CFrame.new(500, 5, 50))
The button, which I'm trying to use, is in StarterGUI. Don't know if it helps. Fairly new to scripting, however saw another post with something similar and used that code. Here is my code inside the LocalScript:
local MarketplaceService = game:GetService("MarketplaceService")
local player = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PurchaseEvent = ReplicatedStorage.PurchaseEvent
local productID = 1218445531
script.Parent.MouseButton1Click:Connect(function()
PurchaseEvent:FireServer(productID)
end)
if MarketplaceService:PlayerOwnsAsset(1218445531) then
--Here is where the thing is supposed to happen
end
First you will need to get a reference to the part, one way is to use something like local part = workspace:WaitForChild("PartName")
In order to make it visible, you need to set the transparency to 0. If you dont want the player walking through the part you may also need to turn collisions on with CanColide. Anchoring the part is also recommend to prevent it from falling.
part.Transparency = 0; -- makes it visible
part.CanColide = true; -- makes sure other objects cant go through this
part.Anchored = true; -- prevents the object from falling
There are many ways to make a part move. If the part is supposed to go from one place to another, and only has one destination, a Tween might be useful (see TweenService).
Another way would be with a Heartbeat loop that changes the position each frame (see RunService.Heartbeat). For example,
local keepMoving = true; -- change this to false to stop moving
local RunService = game:GetService("RunService");
local direction = Vector3.new(0, 1, 0); -- change this to anything you want
while (keepMoving) do
local timePassed = RunService.Heartbeat:Wait(); -- wait one frame, roughly 0.016 of a second.
part.Position += direction * timePassed; -- move the part in the direction
end
This would move part up 1 stud every second.
So I have a roblox puzzle game that I have been working on for a while now on based on the arcade classic Q bert where the goal is to change all the colours of the bricks while avoiding enemies and getting a high score but I will be adding some features of my own so it does not get as repetitive such as additional tasks like collecting keys on platforms to unlock the door to the next level and secrets like a diamond that rarely appears once every 10 rounds and collecting one gives the player an extra dude and 10 million points.
This is how the game looks so far https://streamable.com/na46cu
The issue I am having as you can see is that the colours do in fact change but when I jump on it again it changes back to the first colour it changes to which in this case is green but I want it to stay on the first colour and make it so that it does not change until the player jumps on the brick again and later on in the game I want it to become more complex and puzzle like as the game goes on like in this example [https://www.youtube.com/watch?v=9eXJWiNXpOo][2] .
I have tried a few things like adding timers ,debounces and even separate scripts alltogether none of which have worked out for me so far and I of course went out looking for a question from somebody else that had a similar problem but so far I have been struggling to find anybody else that has the same problem.
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
for _, part,brick in pairs (CollectionService:GetTagged("blocks"))
do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if (hit.Parent:FindFirstChild("Humanoid"))
then
part.BrickColor = BrickColor.new ("Bright green")
wait (2)
part.BrickColor = BrickColor.new ("Eggplant")
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I am not the best programmer but I do know the basics of programming and I have tried out various programming languages like Python and c++ all of which are not all that hard to understand once you know the basics of it all but finding out the solution to the problem is the really tricky part and so is bug fixing and troubleshooting.
I do know I could try a simple debounce system but that still does not solve the problem and it only makes it so the code only runs once and slows it down.
I have been asking all over the place for a solution to this problem but I never got an answer to it so I am trying on good old Stackoverflow for once to see if this will be the place where I get the help I need.
this should work, try it
local module = {} --module for the modulescript and for loop is created
local CollectionService = game:GetService("CollectionService")
local DidParts = {} -- Initializing another table to check if the part is already in it
for _, part,brick in pairs(CollectionService:GetTagged("blocks")) do
part.Touched:Connect(function(hit) --Part connects with the touched property to the function with the parameter hit
if hit.Parent:FindFirstChild("Humanoid") then
if table.find(DidParts,part) then
return -- checking if the part isnt in the table if it is then return
end
part.BrickColor = BrickColor.new("Bright green")
wait(2)
part.BrickColor = BrickColor.new("Eggplant")
table.insert(DidParts,part) -- when all the code has finished insert it in the table
-- local sound = workspace.Sound -- use "local sound = workspace.Sound", if there is already a sound object in the workspace
--sound.SoundId = "rbxassetid://4797903038" --replace quoted text with whatever sound id you need to use
--sound:Play()
end
end)
end
-- end)
--end
return module
I am making a game that has different walkspeeds in different sections, but I don't want people to change their own walkspeed with hacks. My solution was to make a part and stretch it to fit the entire area and make it invisible + CanCollide disabled, and then use the child script to kill you if your walkspeed isn't what it should be:
script.Parent.Touched:connect(function(WSChecker)
if not WSChecker.Parent then return end
local humanoid = WSChecker.Parent:FindFirstChild("Humanoid")
if not humanoid then return end
if (humanoid.WalkSpeed ~= 25) then
humanoid.Health = 0
end
end)
Problem is that it does not work with multiple players in the part at one time, and I want to make it so it will kick the player instead of killing them. Is there a way to go about these problems? It has to check their ws only within the part, and I don't know how to make it kick whoever changed their ws instead of killing them.
I would suggest hooking up your function to each player's Humanoid instead, and use the Humanoid.Running event.
Humanoid.Running provides you the speed they're currently running at, which means you can check if that speed is ever above a certain threshold, and punish them if it is.
Code example:
player.Character.Humanoid.Running:Connect(function(Speed)
print(Player, "is running at speed", Speed)
end)
As for kicking, you want to use player:Kick().
if (humanoid.WalkSpeed ~= 25) then
game.Players.LocalPlayer:Kick()
end
that should do the trick...
I think I can help. The solution that worked for me is:
local player = game.Players.LocalPlayer --Make sure it's a local script.
local char = player.Character
local hum = char:WaitForChild("Humanoid")
local hum2 = char.Humanoid
script.Parent = game.StarterPlayer.StarterPlayerScripts
if hum.WalkSpeed >16 then
player:Kick('You have been kicked for possible speed hacks.')
end
if hum2.WalkSpeed >16 then
player:Kick('You have been kicked for possible speed hacks.')
end
if (humanoid.WalkSpeed ~= 25) then
game.localplayer.remove:fire
end
end)
Hopefully, this is a better solution.
You can ofcourse do the above but as an addition to what everyone above said, checking if the walkspeed value is at the desired value is easily bypassable.
Exploiters will get the raw metatable of the game and hook __index to return a normal value for WalkSpeed. Metatables cant be detected either as most modern exploits use C closures instead of Lua. Your best chance is to see how fast the character is moving and teleport them back if player is moving too fast (like a passive anticheat).