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nintendowii4
#27159Wednesday, May 09, 2007 12:14 AM GMT

In my castle wars place if you use a missile it can't explode, its as if i dosen't know it hit something, it just keeps on going, bouncing off of things, it is actually quite enjoyable but it gets annoying sooner or later -_- so please tell me. From. nintendowii4
stang90
#27160Wednesday, May 09, 2007 12:16 AM GMT

wow thats very odd. did you do anything to the script?
koopa
#27162Wednesday, May 09, 2007 12:20 AM GMT

Yes, you can do that by goofing around with the script. I dont think what you have there is a bug, its probably something in the script for the rocket. Koopa
nintendowii4
#27165Wednesday, May 09, 2007 12:23 AM GMT

I been looking at the script, i can't find the problem but if someone could tell me it would be great
koopa
#27166Wednesday, May 09, 2007 12:27 AM GMT

Hmmm... Well, i dont have your script so i cant point out what would be wrong, so i guess this will do: r = game:service("RunService") shaft = script.Parent position = shaft.Position function fly() direction = shaft.CFrame.lookVector position = position + direction error = position - shaft.Position shaft.Velocity = 7*error end function blow() swoosh:stop() explosion = Instance.new("Explosion") explosion.Position = shaft.Position -- find instigator tag local creator = script.Parent:findFirstChild("creator") if creator ~= nil then explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) end explosion.Parent = game.Workspace connection:disconnect() wait(.1) shaft:remove() end function onPlayerBlownUp(part, distance, creator) if part.Name == "Head" then local humanoid = part.Parent:findFirstChild("Humanoid") tagHumanoid(humanoid, creator) end end function tagHumanoid(humanoid, creator) -- tag does not need to expire iff all explosions lethal if creator ~= nil then local new_tag = creator:clone() new_tag.Parent = humanoid end end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end t, s = r.Stepped:wait() swoosh = script.Parent.Swoosh swoosh:play() d = t + 10.0 - s connection = shaft.Touched:connect(blow) while t < d do fly() t = r.Stepped:wait() end -- at max range script.Parent.Explosion.PlayOnRemove = false swoosh:stop() shaft:remove() This is the script from the multi rocket. Koopa
koopa
#27167Wednesday, May 09, 2007 12:28 AM GMT

Oops, i forgot. Just copy and past that into the "RocketScript". Basically the script in the Rocket, and NOT the "launcher" script. :) Koopa
Anaminus
Top 100 Poster
#27188Wednesday, May 09, 2007 6:22 AM GMT

It may be that the blast radius some how got set to 0, so it wont explode. Add in this: explosion.BlastRadius = 5 After this: function blow() swoosh:stop() explosion = Instance.new("Explosion") explosion.Position = shaft.Position I think the default is 5, right? ?-Anaminus-?
nintendowii4
#27221Wednesday, May 09, 2007 2:18 PM GMT

Ok thanks
adgjl97
#20550445Friday, February 05, 2010 2:28 AM GMT

dont use mac, it sucks

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