#Freaky detection
1 messages · Page 1 of 1 (latest)
ok so this explosion module makes an explosion
when a player/character touches this explosion it does a buncha stuff
but for whatever reason, it seems to be applying these effects back to back to back
like a character gets hit, gets knocked back and ragdolled, gets back up, and instantly gets hit again despite far from being close to the explosion (in fact the explosion is gone by then)
i suspect it does this for every part it hits so i added hit = nil as a test but it did absolutely nothing
explosion
circle thingy that the script makes
i'll take another ss of that part
did you just make a custom explosion because you didn't like the one roblox had?
yeah lmao
also its cool and i didnt know how to change the default roblox explosion's icon
here is the output
a means every time it hits
the first hit prints a buncha stuff aka every part it hits
but after that it does this weird thing (each of these a's have a delay between them, that being i frames.)
Just make a part for a hitbox around the explosion so you only have to check the parts once
should work on that nesting 
im never organising my code
how does having a seperate hitbox help?
so you don't have to check 10 times...
no shit
i can make just make it check when the boom is at its biggest
that isnt the main concern tho
yes it is
your being hit back cuz of your shitty looping
and what he said
if you only once, use a hit box
and if you do it at it's peak
ok im gonna try only checking once
you could be hit by it and it won't do anything until it's at it's peak
still does it
i made it so that it only checks after the boom hit its biggest
and right before it gets destroyed
bro im done @plain vector @uneven flicker your turn
💀
i also have a hitboxes script which uses the same thing but only checks once so its not because of "my shitty loopings"
you didn't even have to use a for loop in the first place bro
for?
I was gonna ping the neurodivergent one named moontune but couldn't find the name in pings
would need to see the whole function ;o
that and i don't really get what the issue is?
show the whole function
how do i put it in lua format again
i can barely read that but the task.wait explains the delay for a start
plz put it in text
i aint reading that blurry ahh
it exceeded the word limit
boom.Size = (Size/5)*i
boom.Transparency += 0.1
local Params = OverlapParams.new()
coroutine.wrap(function()
for _, hit in pairs(game.Workspace:GetPartsInPart(boom,Params)) do
print(hit)
if hit.Parent and hit.Parent:FindFirstChild("Humanoid") then
local iframes = hit.Parent.iframes
if iframes.Value == false then
print("a")
iframes.Value = true
if hit.Parent:FindFirstChild("HumanoidRootPart").Anchored == true then
hit.Parent:FindFirstChild("HumanoidRootPart").Anchored = false
end
hit.Parent:FindFirstChild("Humanoid"):TakeDamage(dmg)
if killer ~= nil and game:GetService("Players"):GetPlayerFromCharacter(hit.Parent) then
if game:GetService("Players"):GetPlayerFromCharacter(hit.Parent).UserId == killer.UserId then
else
hit.Parent.Killer.Value = killer.UserId
end
end
table.insert(db,hit.Parent)
kb.Start(hit.Parent, (hit.Parent.HumanoidRootPart.Position - boom.Position).Unit * Vector3.new(Pressure.X, Pressure.Y, Pressure.Z))
if ragdolldur then
ragdoll.Start(hit.Parent)
task.wait(ragdolldur)
ragdoll.Stop(hit.Parent)
iframes.Value = false
end
table.remove(db,table.find(db, hit.Parent))
end
hit = nil
end
end
end)()
task.wait(0.02)
end
boom:Destroy()
thats the for loop for the explosion
bruh
the rest of the function is basically making the explosion bigger
oh wait the rest is the function making the explosion
whole function
local boom = Instance.new("Part")
boom.Shape = Enum.PartType.Ball
boom.Position = Pos
boom.Color = Color
boom.Parent = game.Workspace
boom.Anchored = true
boom.CanCollide = false```
thats the stuf fbefore it
please just paste the whole function at once
if its too long it'll prompt you upload as text, just do that
i tried and i just got "your message could not be delivered"
no prompting for some text file or whatever
what value are you giving to ragdolldur?
for the video its 2
what is the size
15 radius
the delay is coming from task.wait(ragdolldur)
the hitting multiple times is coming from for _, hit in pairs(game.Workspace:GetPartsInPart(boom,Params)) do picking up more than 1 of the character's parts
paired with the 2 second delay between each hit, that's where the results seen in your video are coming from.
ah
** You are now Level 10! **
and based on the context this looks like where the force is coming from kb.Start(hit.Parent, (hit.Parent.HumanoidRootPart.Position - boom.Position).Unit * Vector3.new(Pressure.X, Pressure.Y, Pressure.Z))
though im not sure what kb is
not quite sure how to make it so that it only hits the player once but can also hit everyone in it
coroutine.wrap(function() end)() does literally nothing. get rid of that and apologize for blindly copying it from chatgpt.
wouldnt want it to only do it for hrp
lol nah idc but it does do literally nothing, get rid of it.
was afraid of abit of delay but ok
you're welcome
did you guys fix it
perforate didnt come
I just got too many things to deal with and this was not top priority
ye he doesn't filter already-hit, and there's a 2 second task.wait() in the loop
I did that as in one or the other
wow
nice ig
well gl @bleak merlin
thx 👍
