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HatLicense
#183639990Monday, February 15, 2016 3:12 AM GMT

local theEvent = game.ReplicatedStorage:WaitForChild("Itachi"):WaitForChild("Z") theEvent.OnServerEvent:connect(function(plr) theTouch = false p = Instance.new("Part") p.Name = plr.Name p.Size = Vector3.new(8,8,8) p.CFrame = plr.Character.Torso.CFrame*CFrame.new(0,0,-5) p.Anchored = false p.CanCollide = true p.Shape = "Ball" p.BrickColor = BrickColor.new("Br. yellowish orange") p.Transparency = 0.95 local f = Instance.new("Fire", p) f.Size = 40 f.Heat = -25 p.Parent = game.Workspace local z = Instance.new("BodyVelocity", p) z.maxForce = Vector3.new(math.huge, math.huge, math.huge) z.velocity = plr.Character.HumanoidRootPart.CFrame.lookVector*50 game.Debris:AddItem(p, 3) p.Touched:connect(function(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil then if hit.Parent.Name ~= p.Name then if theTouch == false then theTouch = true game.Debris:AddItem(p, 0) local ef = Instance.new("Fire") ef.Parent = hit ef.Size = 10 for i = 1, 20 do local h = hit.Parent:FindFirstChild("Humanoid") h.Health = h.Health - 1 wait(0.01) end game.Debris:AddItem(ef, 0) end end end end) end) I'm checking Damage and Creating the Part in the same script, this works perfectly, my question is- Would it be better to do this or to actually just add the damages script to the part and enabled it on fire?

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