Im currently working on a HUD for one of my players and when I test the health bar I came across a weird bug where the model is immune to damage? heres a video of the problem and how it should work heres the script for how I change models and how I take damage on the part too
#No damage when I change models
1 messages · Page 1 of 1 (latest)
check exploirer
explorer
is there a humanoid on it?
what about in runtime
like when you test?
is there a humanoid when you change your character to noob
seems to be i started the game became noob and the scripts and humanoid properly loaded in him
uh
a few things you can do
like
check all of the limbs to see if "CanTouch" is enabled or not
or print the damage table on the damage script
okay I was looking in the humanoid for a second but yeah they do have can touch the only thing they dont have is can collide
holy my internet is so bad i had to resend messages just so they get sent 😭
dang
like this?
ohh
at the start of touched
before the if statements
i mean you could choose
nothing still it seems
check output
the output said nothing
after "If hit.Parent:FindFirstChild("Humanoid") then"
try print(hit:GetFullName()) before it then
it said "Workspace.Baseplate 😭
yeah thats fine
bcuz the baseplate touched that part probably
try touching it with noob now
what does it print
it read on my base player but not noob at all
what did it print when you change to noob
still that?
or
i can try with a new rig
this one
or these
the module script?
wdym
oh because the script loads multiple models one second
its for multiple players
Noobs is the most complete
huh
i dont get it
what does it loading multiple models have to do with it
it doesnt matter
thats just why it says modelswap.LoadNoobModel and not ModelSwap.Loadmodel
this is definitely unrelated to the bug were talking about but i think it would be more beneficial if you switch to a modular system, just saying
wdym modular system? i havent really heard of that Im still semi new to coding
a system where instead of making a function for each character, you make 1 function that handles the loading of all characters
its the reason modulescript exists
you can have multiple modulescripts like "Noob", "Guest", etc
ohh I've thought of that but never knew how to do it without it loading either one or the wrong model
i mean you just have to check whats being passed in as the character
uh but yeah
like i said
its completely unrelated
its not gonna fix this bug, its just gonna fix a lot of headache
yeah ill remember to look into that but anyways back to my main problem
i dont get it
why doesnt it detect
the only reason that would be the case is
if "CanTouch" is disabled
where is this script
first message sent
** You are now Level 7! **
a part
a part in workspace
@bleak ocean did you put the print() after the humanoid check or before it?
oh wait no
it printed baseplate
nvm
have you tried using other models
does the problem still persist with them
Yes
holy spaghetti code
Is that a bad thing?
have you tried switching player.Character = NewCharacterModel
did you set rootpart network owner to player
seems odd
the problem isnt with the character, its that the limbs cant get touched for some reason
pretty weird
ive never seen this one before
he used a new rig so cantouch must be enabled
why wouldn't he used the command bar to have humanoid take damage instead
rather than having a touch part to do all that
wdym
he needs to test the touch
for hitboxes
right
I found A wierd outcome that could be the reason for it but I don't know how to change it
when I change models only the client works afterward
heres a video of it
@chilly jewel @fleet barn @astral trout do any of you guys know why this is?
nvm after almost 8 hours of tweaking I actually fixed it 😭