![]() Print(hitEnd.Name." stopped touching part. 64 studs, hit the surface, and bounce back up to the original height of 64. Essentially I want to be able to make a player fall from a height of e.g. ![]() I’d like to be able to make a surface that will repel the player with an equal opposite force to that the player hit with. Local hitModel = hitEnd:FindFirstAncestorOfClass("Model") Creating a bounce part to bounce off floor and walls. Local hitPlayer = players:GetPlayerFromCharacter(hitModel)Ĭonnection = part.TouchEnded:Connect(function(hitEnd) Roblox Touch Bounce Ball is SO Fun Show more. Local hitModel = hitStart:FindFirstAncestorOfClass("Model") Load up Roblox Launch Adopt Me Go straight to Adoption Island Visit The Adoption Center Go to the right to visit the nursery Speak to Anna Purchase a Wrapped Doll for 900 Robux. /videos/searchqroblox+touch+to+bounce&qpvtroblox+touch+to+bounce&FORMVDRE Roblox Touch Bounce Ball. local players = game:GetService("Players") ![]() Secondly, the “hit” part which results in both events firing, should be checked for equality, that way we can determine exactly when the “hit” part began/stopped touching some other part. Firstly, the part’s “.TouchEnded” connection should only be created when its “.Touched” connection is fired. local sound projectile:FindFirstChild ('Impact') - Play the sound only if it's not already playing. local function playSound() - Find child sound on the part. A great way to achieve this while still using the “.Touched” and “.TouchEnded” events is as follows. Script - Play Collision Sound Using Debounce.
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