#Were when the players heath gets to 0 it spawns "gary" :)
1 messages · Page 1 of 1 (latest)
it dont work lol
** You are now Level 1! **
idk
do you want other people to see this or not
what do you mean?
Basically do you want Gary to either only exist on the device currently playing or the entire game as a whole
@wispy cosmos ?
idk
lets do server then
ok, does not work tho the script
Also, you need a gary model ready for use in replicated storage. I will write the script for you HOWEVER
this script will only spawn a part on the player.
Couple things, first off
- When you want to check if a value is equal to something, use a double equals sign
local health = 100
if health == 100 then
print("full health")
end
--output = full health
- Second, when you create an object/clone it using object:clone() you MUST parent it to something otherwise it stays a variable and only exist in code
local bob = Instance.new("part")
--bob doesnt exist yet
bob.Parent = game.Workspace
--now bob is in the workspace/ bob has spawned
- third, just an error here but with code but you've got to have an actual vector 3 when using Vector3.new which would be player.Character.HumanoidRootPart.Position
ok but that still wont work
What is bob at parent or a kid?
or whats it called
is bob a category or something in a category
the way parenting works is basically just how you put objects inside of an object or service in a game
the closest thing to a category bob is in is a "class" which would be either part or model depending on how you made him
class = part/object?
class = Anything in the game, its basically what makes a part a part, a script a script and so on
** You are now Level 2! **
In a regular script in server script service
its because you arent closing the connection and starting multiple
Sorry Lm if this is confusing
ok @wispy cosmos this is the final script: ``` local debounce = false
game.Players.PlayerAdded:Connect(function(plr)
local char = plr.Character or plr.CharacterAdded:Wait()
local humanoid = char:WaitForChild("Humanoid")
humanoid:GetPropertyChangedSignal("Health"):Connect(function()
if humanoid.Health <= 0 then
if debounce == false then
debounce = true
local gary = Instance.new("Part")
gary.Name = "Gary"
gary.Parent = game.Workspace
gary.Anchored = true
gary.Position = char.HumanoidRootPart.Position
wait(0.1)
debounce = false
return
end
end
end)
end)```
NO
NOOOOO
now
what does local debounce mean?
yea that
Gng
close the connection after death 🙏
bye
what the fucking shit am i reading
liar
i dont have anything to do with this
guys.
the OP doesn't know shit about coding
I know
why ar eyou making the script for him
he wanted
if he doesn't even understand coding
okay lets just
but he doesnt understand how gary works
ok good
im gonna leave brawl's playsit
yes bro
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no bro
:Disconnect only works with RBXSignals
@wispy cosmos you might need this
oh rip me then im not very familiar with closing connections
How would you close the connection?
if you turn and event connection into a variable then you can just disconnect it whenever
local connection = Part.Touched:Connect(function() blah blah
end)
connection disconnect
im deadass
bru
maybe its time for some tutorials again.
possibly
@finite lodge
** You are now Level 3! **
What does this do?
