#[RESOLVED]
1 messages · Page 1 of 1 (latest)
show pathfinding code
oh sec
its from an old game im trying to recover
i noticed theres an ignore list but i cant figure out how to add stuff to there
man im surely gonna have a hard time reading with no indents 💀
oks
gimme 5 secs
here
should be better
really appreciate that ur gonna help me
i hope so atleast
Did you write this code to create a safezone and kill any NPC other than the player who enters there?
If you tell me what you want to do I can help you
so i want a safezone to filter the enemy from players and enable collision for the enemy
or atleast
ignore them inside
the safezone
try this
i see ill try
it makes the rake stand still
line 3 attempted to index nil ith find firstchil
d
can you show your expl
explorer?
ye
oh u didnt add local killer and killer script
dw
** You are now Level 12! **
lez go
so he still isnt moving
may i know what u changed
u removed lots of stuff
try that
** You are now Level 1! **
If its will work
da hail is that
wrong code wait
I have to see your explorer
where is code
mainscript
yes
oh
it stood still
Is there SafeZone in the workspace
multiple + models in it
can you show safezone model
childers
There are 2 parts3. And it should be whatever you say it is worth in the part.
"And it should be whatever you say it is worth in the part. "
what
ok no
now*
Make a folder
In the safezone
ok
and you now
wha t do i name it
know*
take this
** You are now Level 2! **
In the mainscript
u again forgot the main stuff
local Safezone = workspace:WaitForChild("Safezone")
local KillerHumanoidRootPart = Killer:FindFirstChild("HumanoidRootPart")
local function DisableCollisionInSafezone()
if KillerHumanoidRootPart and Safezone then
local distance = (KillerHumanoidRootPart.Position - Safezone.Position).Magnitude
if distance <= Safezone.Size.X / 2 then
KillerHumanoidRootPart.CanCollide = false
else
KillerHumanoidRootPart.CanCollide = true
end
end
end
while wait(0.1) do
DisableCollisionInSafezone()
end
change this
local Safezone = workspace:WaitForChild("Safezone")
local partFolder = Safezone:WaitForChild("partFolder")
local KillerHumanoidRootPart = Killer:FindFirstChild("HumanoidRootPart")
local function DisableCollisionInSafezone()
if KillerHumanoidRootPart and Safezone then
local distance = (KillerHumanoidRootPart.Position - Safezone.Position).Magnitude
if distance <= Safezone.Size.X / 2 then
-- Safezone içinde çarpışmayı devre dışı bırak
for _, part in pairs(partFolder:GetChildren()) do
if part:IsA("Part") then
part.CanCollide = false
end
end
else
for _, part in pairs(partFolder:GetChildren()) do
if part:IsA("Part") then
part.CanCollide = true
end
end
end
end
end
while wait(0.1) do
DisableCollisionInSafezone()
end
to this
nun
his script is very fragile
one single mistake can cause errors
dood im so dum
instead of doing all this stuff i couldve jus done a small hole that the rake cant fit through
killer is the codename for the rake
.
yeah what bout it
What is the "killer" bro
on top of script
@pseudo finch You can use pathfindingmodifier
i jus added a tiny hole that he cant go through
WHERE WERE U
THIS WHOLE TIME
basically blocks path finding
i was looking at this and i think this couldve kinda worked too https://devforum.roblox.com/t/zoneplus-v320-construct-dynamic-zones-and-effectively-determine-players-and-parts-within-their-boundaries/1017701
💾 Source Code | 📖 Documentation | 🌊 Playground ZonePlus utilises the new Spatial Query API and Whitelists to effectively determine players, parts and custom items within a zone. You can have as many zones as you like, as large as you like, with zero-to-minimal additional cost to performance. For those looking to benefit from v3 you c...
local Killer = game.ReplicatedStorage:WaitForChild("The_Rake")
the rake gets spawned in at night time (gets cloned to workspace)
night time?
yes
it has a day/night system
its an old remake of a game called "the rake"
i was a huge fan of it back in the day
(i still am)
you have found the solution? or havent?