![]() ![]() SelectionBox.Color = BrickColor.new("Toothpaste")įunction FadeOutObjects(Objects, FadeIncrement) Local SelectionBox = Instance.new("SelectionBox") Return FindCharacterAncestor(Parent.Parent)įunction GetTransparentsRecursive(Parent, PartsTable)įor i, v in pairs(Parent:GetChildren()) do Local humanoid = Parent:FindFirstChild("Humanoid") If Parent and Parent ~= game:GetService("Workspace") then If v:IsA("ObjectValue") and v.Name = "creator" then ![]() Local Creator_Tag = Instance.new("ObjectValue")įor i, v in pairs(humanoid:GetChildren()) do If player ~= Player or Humanoid.Health = 0 or not Tool.Enabled then -What if I replace "Tool.Enabled" with the BoolValue Value?ĬlientControl:InvokeClient(Player, Mode, Value) ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))ĬlientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) PointLight = Handle:WaitForChild("PointLight") Then, when the right trigger (Oculus) is pushed down, a script checks if the value is True, then it runs the firing code.įor testing purposes, I am using the Classic Hyperlaser code. The way I will do this is by setting a BoolValue inside the gun to true whenever it is being held. I want the gun to start working when it is held (In VR). So I am creating a VR shooter and I was wondering if there was any way to fix this.
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