#Building Detection Bug ~Not Solved
1 messages · Page 1 of 1 (latest)
mind if i see the code?
mb i forgot to put it here
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is this the full code?
alright
** You are now Level 8! **
its still the same issue
what you want it to be?
i shouldn't be able to build above another platform
send the full code pls
the problem isn't involved with the rest of the code
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Building Detection Bug ~Not Solved
SetBuildDefualtCFrame Defualt 
it's probably an issue with the rest of your code
one such example is you have some yield before setting attributes if shapeCastDown ~= nil and shapeCastDown.Instance.Parent:GetAttribute("Platform") or shapeCastUp ~= nil and shapeCastUp.Instance.Parent:GetAttribute("Platform") then
typing too fast 
the top of the code is just if my mouse is on a platform and to snap to it
did a quick test and the shapecastdown hits the platform
debugging is.
a part that i set to the position of the shapecast position
if shapeCastDown ~= nil and shapeCastDown.Instance.Parent:GetAttribute("Platform") or shapeCastUp ~= nil and shapeCastUp.Instance.Parent:GetAttribute("Platform") then
--cant build since we are hiting a platform
print("hitting platform")
canBuild = false
BuildColor(false)
SetBuildDefaultCFrame()
elseif BuildType == "Foundation" then
--we can build since we are not hitting a platform but we are hitting something
testPart.Position = shapeCastDown.Position <-------
print("hiting ground")
BuildColor(true)
canBuild = true
SetBuildDefaultCFrame()
else
in this part
keep proving/disproving facts about your code until you find the fact that you assumed was one thing but was in fact a different unexpected thing.
that's debugging
also quick question, with creating lots of npcs should i just do that on the server or the client