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Rhino1004
Top 100 Poster
#210188Saturday, October 27, 2007 4:47 PM GMT

I need a chase script that does not kill another chaser. As in, a chasing bunny will not chase nor kill another fellow bunny. Can anyone make a script like that?
number5801
#210245Saturday, October 27, 2007 5:18 PM GMT

I need one similar.
Rhino1004
Top 100 Poster
#210572Saturday, October 27, 2007 7:38 PM GMT

Bump
Cole2
#210650Saturday, October 27, 2007 8:21 PM GMT

Actally, it is totally impossible. Because on touch, the script looks for Humanoid, and sets Health to value 0.
WaffleBoy
#210678Saturday, October 27, 2007 8:35 PM GMT

Then rename Humanoid. Duh.
Rhino1004
Top 100 Poster
#210680Saturday, October 27, 2007 8:36 PM GMT

That or I can make the Bunny's Health 100,000,000,000,000,000 and make the script decrease your health by 100. Since the Bunny's health is so high, it would take alot of hits for it to die. Thx for reminding me. Then again, you could add a few lines so the script looks for the name first. If it isn't 'Bunny', then it would kill the person. As for the bunnies chasing each other, I'll name their Torsos Torso2, and change their chase script so they'll still move. I'm gonna try those out. Thanks for the ideas =D
Rhino1004
Top 100 Poster
#210683Saturday, October 27, 2007 8:37 PM GMT

Uhhh, just saw Waffle's post, clever idea, thanks. You're awesome =D
Rhino1004
Top 100 Poster
#211264Sunday, October 28, 2007 3:15 AM GMT

It didn't work. Oh well. Bump.
koontay
#211284Sunday, October 28, 2007 3:34 AM GMT

I thought everyone knew thought renaming th ehumanoid didn't work... (K)
burgly
Top 100 Poster
#211495Sunday, October 28, 2007 11:57 AM GMT

well clockwork has done it, so this is possible.
Rhino1004
Top 100 Poster
#211833Sunday, October 28, 2007 4:53 PM GMT

Yeah, too bad he didn't release it. So now, one of my choices left is to... SPAM CLOCKWORK! SPAM CLOCLWORK! SPAM- *Gets hit on the head by a teapot* Nah. I just need someone to modify the script so it looks for the name "Bunny" first. Then if it's "Bunny", it doesn't follow nor hurt it. Someone do it for me plox?
number5801
#212388Sunday, October 28, 2007 9:32 PM GMT

me too!
burgly
Top 100 Poster
#212683Sunday, October 28, 2007 11:21 PM GMT

has anyone tryed removing the chaser's humanoid?
burgly
Top 100 Poster
#212684Sunday, October 28, 2007 11:21 PM GMT

that would of course, make it undelfeatable...
number5801
#212687Sunday, October 28, 2007 11:22 PM GMT

Then you wont be able to kill the chaser
Rhino1004
Top 100 Poster
#212773Sunday, October 28, 2007 11:48 PM GMT

Considering the fact that renaming the humanoid didn't work, I don't think removing it will. The chase script needs the humanoid to work.
number5801
#212775Sunday, October 28, 2007 11:49 PM GMT

one more reason >_>
burgly
Top 100 Poster
#213499Monday, October 29, 2007 4:20 PM GMT

i've tried re-naming the torso, it doesn't moave then.
shanethe13
#213673Monday, October 29, 2007 8:15 PM GMT

I have made a working script that accomplishes this, although it has a few bugs. Mainly that it doesn't recieve a new atrget, after killing the previous one. Feel free to use this script, or adapt it as you need. Simply insert it into a figure such as a zombie. You may be able to solve the previous bug if you cause the zombie to clone itself after killing another humanoid, then immediately after, killing itself. -------------------------------------------------------------------------------- zombie = script.Parent zombie.Torso.BodyPosition.position = zombie.Torso.Position wait(1) debug = false ai = true function target() players = game.Players:children() if(#players ~= 0) then myTarget = players[math.random(1,#players)].Character.Torso else ai = false wait (5) ai = true end end target() function moveKillbot() if(ai == false) then return end local dir = Vector3.new(0,0,0) if (myTarget ~= nil) then dir = (myTarget.Position - zombie.Torso.Position).unit zombie.Torso.CFrame = CFrame.new(zombie.Torso.Position, myTarget.Position) end zombie.Torso.BodyPosition.position = zombie.Torso.Position + (dir * 20) end function onTouched(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid~=nil then humanoid.Health = humanoid.Health - 100 ai = false wait(5) ai = true target() end end children = zombie:children() for i=1,#children do if(children[i].className == "Part") then children[i].Touched:connect(onTouched) end end target() for n=1,10 do if(ai == true) then wait(math.random()*5) moveKillbot() end end -------------------------------------------------------------------------------
Rhino1004
Top 100 Poster
#213894Monday, October 29, 2007 9:52 PM GMT

The script didn't work. The bunneh didn't move at all =( I think there's something wrong with it.
shanethe13
#214580Tuesday, October 30, 2007 2:03 AM GMT

Is the "bunny" a figure? Since this won't work for any brick, just figures with all the required parts.
Rhino1004
Top 100 Poster
#214605Tuesday, October 30, 2007 2:09 AM GMT

Oh. Well, I got a better script anyhow, so bleh =P Thx for trying anyhow.
shanethe13
#214610Tuesday, October 30, 2007 2:10 AM GMT

If you want, check out my latest model, since I just uploaded the zombie I made.
ScriptBuiIder
#81039259Sunday, October 28, 2012 11:50 PM GMT

d
BJCarpenter
#81040830Monday, October 29, 2012 12:09 AM GMT

Here is just the FindTorso routine from NPC Wait Animation. Tinkering with the comparisons at the critical line decides what to follow and what to not follow. Yes, checking for the Bunny's name would work. This checks for something witht the same name as us: function findNearestTorso(pos) -- Find any Humanoid named "Humanoid", not .Named us. local list = game.Workspace:children() local torso = nil dist = AnimateBoundary -- Ninja, this is the Distance a Player must be in to Start Walking Points local temp = nil -- Ninja this FindNearest is "found" so let me know if there are players it doesn't find. local human = nil local temp2 = nil for x = 1, #list do temp2 = list[x] if (temp2.className == "Model") and (temp2 ~= script.Parent) and (temp2.Name ~= script.Parent.Name) then --and (temp2.Name ~= "A.I.") OR BUNNY then -- HERE. temp = temp2:findFirstChild("Torso") human = temp2:findFirstChild("Humanoid") if (temp ~= nil) and (human ~= nil) and (human.Health > 0) then if (temp.Position - pos).magnitude < dist then torso = temp dist = (temp.Position - pos).magnitude end -- closer? end -- human? end -- Model? Not us. end -- All return torso end GL, Brian

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