To make it so that the meteor does a certain amount of damage instead of immediately killing, do this: First things first, we have to set the explosion's BlastPressure to 0. This way the explosion won't deal explosive damage: print("Hello world!") script.Parent.Anchored = false local explosion = nil function touched() script.Parent.Fire:Destroy() script.Parent.Transparency = 1 -- creating the explosion explosion = Instance.new("Explosion") explosion.Parent = script.Parent explosion.Position = script.Parent.Position explosion.BlastPressure = 0 -- editing the blast pressure here wait(2) script.Parent:Destroy() end script.Parent.Touched:Connect(touched) Just paste the code above into the script inside the meteor. Now, create a second part and make it spherical. Set its position to the meteor's position. You can scale it as big as you want. Make sure to weld the sphere to the Meteor using WeldConstraints! Now, make two NumberValues inside the sphere, call one "DamageCooldown" and the other one "Damage". the Damage value is the amount of damage you want the meteor to inflict, and the DamageCooldown value is the cooldown before the MeteorDebounce value can become false / true again (I will talk about it later). Now, create a script inside the sphere, and paste in the following: script.Parent.Touched:Connect(function(Part) if Part.Parent:FindFirstChild("Humanoid") then -- find the humanoid object inside the character if not Part.Parent:FindFirstChild("MeteorDebounce") then -- if we can't find the MeteorDebounce value, then create one: local MeteorDebounce = Instance.new("BoolValue") -- creating the MeteorDebounce value MeteorDebounce.Parent = Part.Parent Part.Parent.Humanoid.Health -= script.Parent.Damage.Value -- inflicting damage to the character MeteorDebounce.Value = true -- setting MeteorDebounce to true to avoid doing damage again wait(script.Parent.DamageCooldown.Value) -- waiting to set the DamageDebounce value is set to true MeteorDebounce.Value = false -- setting the value to false else -- if we did find the MeteorDebounce value, then do the following: if Part.Parent:FindFirstChild("MeteorDebounce").Value == false then -- if the value is false, then: Part.Parent.Humanoid.Health -= script.Parent.Damage.Value -- inflict damage Part.Parent:FindFirstChild("MeteorDebounce").Value = true -- set the MeteorDebounce value to true wait(script.Parent.DamageCooldown.Value) -- waiting to set the DamageDebounce value is set to true Part.Parent:FindFirstChild("MeteorDebounce").Value = false -- setting the MeteorDebounce value to false end end end end) The comments explain everything. And that should be it! If you have any questions you can ask me them here! If you are too lazy to make the meteor yourself, I did the whole thing for you and published it as a model on the creator marketplace: create.roblox.com/dashboard/creations/store/84340989946398/configure I'm so sorry for replying so late!
Hello, This will be a bit advanced, but I hope that my quide through this script will help you understand everything. First, create a tool and parent it to StartPack. Create a LocalScript inside of it; Second, parent the meteor to ReplicatedStorage, create a RemoteEvent in ReplicatedStorage, too; Third, create a script in ServerScriptService. In the LocalScript inside the tool write: local Debounce = false -- Debounce, or basically making the function be unable to repeat twice local Players = game:GetService("Players") -- Get players service local Player = Players.LocalPlayer -- Local Player local Mouse = Player:GetMouse() -- Get Player's mouse script.Parent.Activated:Connect(function() -- fire function below when tool is activated (player clicks / taps somewhere) if Debounce == false then -- If debounce is false, fire the function Debounce = true -- because debounce is set to true, the function will run only once game:GetService("ReplicatedStorage").RemoteEvent:FireServer(Mouse.Hit) -- fire RemoteFunction in replicated storage while also passing the mouse.hit value so we can spawn a meteor globally wait(5) -- cooldown, adjust to your liking Debounce = false -- make the function be able to fire again, therefore, it makes meteors be able to spawn again end end) In the script inside ServerScriptService write: game:GetService("ReplicatedStorage").RemoteEvent.OnServerEvent:Connect(function(Player , MousePosition) --, Player - get the player who sent the function locally, MousePosition - get Mouse.Hit value; if a LocalScript fires a the remote function called "RemoteEvent" in replicated storage then run the function below local MeteorClone = game:GetService("ReplicatedStorage").Meteor:Clone() -- create a clone of the meteor MeteorClone.Parent = game.Workspace -- parent the meteor to workspace MeteorClone.Position = Vector3.new(MousePosition.X, 100, MousePosition.Z) -- set the meteor's position to MousePosition.X -- Meteor clone's X coordinate , (any Y value) -- Meteor clone's Y coordinate, replace it with any number, MousePosition.Z -- The meteor clone's Z coordinate -- If you want the meteor to spawn at your mouse's Y coordinate too, then replace the Y coordinate with MousePosition.Y end) Reply to this message if you have any questions. Hope this helped!
@@Icy2018 Weird, it works on my side. Are you sure you had the tool equipped? I suggest moving the meteor slightly upwards to avoid immediate collision, therefore not getting the meteor destroyed early. By any chance, can you please copy and paste the whatever error that showed up in Output? In case you don't know, to open output press View, then find and click the small icon that looks like this: >_→ . It's second and on top of all small icons.
The thing you can do is put a mesh (your explosion) in ReplicatedStorage. At the top of the script write: local Explosion = your mesh part here and in the "touched" function (basically the function that gets executed in the meteor when it gets touched) replace the lines where the explosion is created with this: Explosion.Parent = game.Workspace Explosion.Position = Meteor.Position I recommend setting CanCollide in your explosion mesh to false, because it sometimes causes problems with players being near it, don't forget to anchor the explosion too edit: sorry for not replying sooner
@@undertheground3862 Not mesh path, MESH PART. It's basically a creation imported from (mostly) blender to roblox, better explanation here: create.roblox.com/docs/building-and-visuals/studio-modeling/meshes-in-studio I didn't understand what you meant by "how can we make this into a tool" Sorry for late response
I'm so sorry for not responding earlier. I didn't get notified of this message. The meteor should be able to kill the players when they are close due to the explosion, but, if you want to make them die immideately, then follow my steps: First, create a Part, make sure it's size is a bit bigger than the meteor. But you can make it as big as you wish. Second, create a script inside the part. Set the part's position to the meteor's position. Weld the part and the meteor together using WeldConstraint. Make sure to set the part's CanCollide to false. In the script inside the part write: local Debounce = false -- making the function be unable to fire twice script.Parent.Touched:Connect(function(Part) -- if something touches the part, fire the event below if Part.Parent:FindFirstChild("Humanoid") then -- if the part's parent has a humanoid object, then it should be a player/humanoid, therefore, we can kill it if not Debounce then -- if debounce is false, then fire the function Debounce = true -- function cananot fire Part.Parent.Humanoid.Health -= 100 -- kill the humanoid wait(1) -- cooldown Debounce = false -- function can fire again end end end)
the best solution here is to make a sphere around the meteor and weld the sphere to the meteor using WeldConstraints, then adding a script into it wait till the sphere is touched by "script.Parent.Touched:Connect(function(Part) end)" then we need to get the player to sit, presumably we are going to think that a player's HumanoidRootPart touched it to do that write: " if Part.Parent:FindFirstChild("Humanoid") then Part.Parent:FindFirstChild("Humanoid").Sit = true end" i highy reccommend you using an if statement when it comes to FindFirstChild, because if you dont there will be errors saying that the part you are searching for (in this case "Humanoid") does not exist
really simple, insert a LocalScript into StarterPlayerScripts and the meteor into ReplicatedStorage, in the script try finding the player's mouse using "local Mouse = game:GetService("Players").LocalPlayer:GetMouse()", and then wait till the player clicks using "Mouse.Button1Down:Connect(function()". After that clone the meteor and set the clone's parent to game.Workspace after that make its position be the mouse's position (MeteorClone.Position = Mouse.Hit.Position)
@@zeds5458 Didn't properly understand, but if you want for this to be a tool but with the same idea, here: Make sure the meteor is in ReplicatedStorage Create a tool in StarterPack Go into the tool's properties and find RequiresHandle, tick it and make sure it's false (off). This is very important since we are avoiding errors later Create a LocalScript in the tool, Now we need to track when the tool is activated (when player clicks on the screen), we can do that by doing so: script.Parent.Activated:Connect(function() end) Now we need to clone the meteor, inside the function write: local MeteorClone = game.ReplicatedStorage.Meteor:Clone() -- Clone the meteor, create a variable for it's clone MeteorClone.Parent = game.Workspace -- parent the meteor to workspace MeteorClone.Position = game:GetService("Players").LocalPlayer:GetMouse().Hit.Position -- Track the player's mouse, find where it hit and get its position The whole code: script.Parent.Activated:Connect(function() local MeteorClone = game.ReplicatedStorage.Meteor:Clone() MeteorClone.Parent = game.Workspace MeteorClone.Position = game:GetService("Players").LocalPlayer:GetMouse().Hit.Position end) sorry for late response SHOULD NOTE THAT THIS IS LOCAL, ONLY THE CLIENT (PLAYER) CAN SEE THIS If you wish for it to be Server-sided, use RemoteEvents in ReplicatedStorage, more about those here: create.roblox.com/docs/reference/engine/classes/RemoteEvent If you read the documentation, you will probably figure it out yourself Tell me if you need help
@@Grassplant2012 thats one way to do it, however those duplicated meteors of yours will end - it wont be infinite, thats why its best to use a while loop, it's infinite and at the same time you can end it with break
i dont get it what you mean by "if added to a tool", but im gonna guess that the meteor cant damage you while you have the given tool equiped. Edit the script lower if i guessed wrong. create a local variable with the name "Forcefield", and set it to nil, we are doing this to avoid errors later local Forcefield = nil now we need to track when the tool is eqipped: script.Parent.Equipped:Connect(function() end) in the function write: Forcefield = Instance.new("ForceField", script.Parent.Parent) this will overwrite the "Forcefield" variable. just to balance things its best to make the forcefield go away after the tool is uneguipped, we can track when the tool is unequipped by doing so: script.Parent.Unequipped:Connect(function() end) now we need to destroy the forcefield, in the function write: Forcefield:Destroy() Forcefield = nil THE WHOLE SCRIPT: local Forcefield = nil script.Parent.Equipped:Connect(function() Forcefield = Instance.new("ForceField", script.Parent.Parent) end) script.Parent.Unequipped:Connect(function() Forcefield:Destroy() Forcefield = nil end) (yes from now on i will include the full script in answers)
@@abrathecadabra it was pretty far up and I saw nothing although it could be that the game I was trying to make was completely bugged out cause my friends were putting a lot of free models in it and I didn't Relly know what was happening 😅 but I will try it by myself later (it could be that I'm Dum 🤣)
@@stormgaming9857 Theres the immidiate solution to your problem, the meteor was too far up into the sky Maybe it touched something while it was falling, check if there are any structures blocking it's path
make a while loop, set its seconds to 60 (60 seconds = 1 minute) clone the meteor, its important for the clone to have its own variable ( local MeteorClone = game:GetService("ReplicatedStorage").Meteor:Clone() ) change its parent to workspace then to change its position do: "MeteorClone.Position = Vector3.new(math.random(300, 1000), 291, math.random(300, 1000)) -- X, Y, Z". Change the x y and z depending on your map, or your liking create an attachment make its parent be the meteor (to make the vectorforce work) local Attachment = Instance.new("Attachment", MeteorClone) then create a vectorforce and make the attachment its parent (local Force = Instance.new("VectorForce", Attachment)) dont forget to set its attachment0 to the attachment Force.Attachment0 = Attachment then set its force to your liking or depending on the map, again Force.Force = Vector3.new(math.random(300, 1000), 0, math.random(300, 1000)) -- X, Y, Z
Hello everyone, I've finally made the meteor shower tutorial that most of you asked for
Here's the link: ruclips.net/video/5AjBuSZbe0Y/видео.html
everyone, pardon me for not replying on time to questions
oklahoma
@@MinosPrimeGaming69 i agree
Oh hello I’m new account of Kaiden lol also can u make videos again also I left the Kaiden Collins account because my sister uses it .-.
@@TheoneGuyYT mind saying nothing personal here?
Ok
thx
No problem! I'm happy I could help!
Bro is a Chad for keeping the hello world thingy 🗿🗿🗿
can you add different meteors or does it only work with 1 type?
I didn't understand what you meant there
I DID IT!!!!!!!!!!!! thank you now im very pro!!!!!
NO PROBLEM!!! CONGRATULATIONS ON BECOMING VERY PRO!!!! I HOPE TO PROVIDE FURTHER ASSISTANCE IN YOUR JOURNEY!!!!!
@@abrathecadabra REAL!!!!!!!!!!!
Do you know how to make it so that it does a certain amount of damage instead of immideately killing?
To make it so that the meteor does a certain amount of damage instead of immediately killing, do this:
First things first, we have to set the explosion's BlastPressure to 0. This way the explosion won't deal explosive damage:
print("Hello world!")
script.Parent.Anchored = false
local explosion = nil
function touched()
script.Parent.Fire:Destroy()
script.Parent.Transparency = 1
-- creating the explosion
explosion = Instance.new("Explosion")
explosion.Parent = script.Parent
explosion.Position = script.Parent.Position
explosion.BlastPressure = 0 -- editing the blast pressure here
wait(2)
script.Parent:Destroy()
end
script.Parent.Touched:Connect(touched)
Just paste the code above into the script inside the meteor.
Now, create a second part and make it spherical. Set its position to the meteor's position.
You can scale it as big as you want.
Make sure to weld the sphere to the Meteor using WeldConstraints!
Now, make two NumberValues inside the sphere, call one "DamageCooldown" and the other one "Damage". the Damage value is the amount of damage you want the meteor to inflict, and the DamageCooldown value is the cooldown before the MeteorDebounce value can become false / true again (I will talk about it later).
Now, create a script inside the sphere, and paste in the following:
script.Parent.Touched:Connect(function(Part)
if Part.Parent:FindFirstChild("Humanoid") then -- find the humanoid object inside the character
if not Part.Parent:FindFirstChild("MeteorDebounce") then -- if we can't find the MeteorDebounce value, then create one:
local MeteorDebounce = Instance.new("BoolValue") -- creating the MeteorDebounce value
MeteorDebounce.Parent = Part.Parent
Part.Parent.Humanoid.Health -= script.Parent.Damage.Value -- inflicting damage to the character
MeteorDebounce.Value = true -- setting MeteorDebounce to true to avoid doing damage again
wait(script.Parent.DamageCooldown.Value) -- waiting to set the DamageDebounce value is set to true
MeteorDebounce.Value = false -- setting the value to false
else -- if we did find the MeteorDebounce value, then do the following:
if Part.Parent:FindFirstChild("MeteorDebounce").Value == false then -- if the value is false, then:
Part.Parent.Humanoid.Health -= script.Parent.Damage.Value -- inflict damage
Part.Parent:FindFirstChild("MeteorDebounce").Value = true -- set the MeteorDebounce value to true
wait(script.Parent.DamageCooldown.Value) -- waiting to set the DamageDebounce value is set to true
Part.Parent:FindFirstChild("MeteorDebounce").Value = false -- setting the MeteorDebounce value to false
end
end
end
end)
The comments explain everything.
And that should be it! If you have any questions you can ask me them here!
If you are too lazy to make the meteor yourself, I did the whole thing for you and published it as a model on the creator marketplace: create.roblox.com/dashboard/creations/store/84340989946398/configure
I'm so sorry for replying so late!
@@abrathecadabra thank you so much!
No problem, @@altoid211! I'm always happy to help! ❤
How do i make that happen when i use a tool and where i click it spawns
Hello,
This will be a bit advanced, but I hope that my quide through this script will help you understand everything.
First, create a tool and parent it to StartPack. Create a LocalScript inside of it;
Second, parent the meteor to ReplicatedStorage, create a RemoteEvent in ReplicatedStorage, too;
Third, create a script in ServerScriptService.
In the LocalScript inside the tool write:
local Debounce = false -- Debounce, or basically making the function be unable to repeat twice
local Players = game:GetService("Players") -- Get players service
local Player = Players.LocalPlayer -- Local Player
local Mouse = Player:GetMouse() -- Get Player's mouse
script.Parent.Activated:Connect(function() -- fire function below when tool is activated (player clicks / taps somewhere)
if Debounce == false then -- If debounce is false, fire the function
Debounce = true -- because debounce is set to true, the function will run only once
game:GetService("ReplicatedStorage").RemoteEvent:FireServer(Mouse.Hit) -- fire RemoteFunction in replicated storage while also passing the mouse.hit value so we can spawn a meteor globally
wait(5) -- cooldown, adjust to your liking
Debounce = false -- make the function be able to fire again, therefore, it makes meteors be able to spawn again
end
end)
In the script inside ServerScriptService write:
game:GetService("ReplicatedStorage").RemoteEvent.OnServerEvent:Connect(function(Player , MousePosition) --, Player - get the player who sent the function locally, MousePosition - get Mouse.Hit value; if a LocalScript fires a the remote function called "RemoteEvent" in replicated storage then run the function below
local MeteorClone = game:GetService("ReplicatedStorage").Meteor:Clone() -- create a clone of the meteor
MeteorClone.Parent = game.Workspace -- parent the meteor to workspace
MeteorClone.Position = Vector3.new(MousePosition.X, 100, MousePosition.Z) -- set the meteor's position to MousePosition.X -- Meteor clone's X coordinate , (any Y value) -- Meteor clone's Y coordinate, replace it with any number, MousePosition.Z -- The meteor clone's Z coordinate
-- If you want the meteor to spawn at your mouse's Y coordinate too, then replace the Y coordinate with MousePosition.Y
end)
Reply to this message if you have any questions.
Hope this helped!
@@abrathecadabra Whenever i click nothing happens
@@Icy2018 Weird, it works on my side. Are you sure you had the tool equipped? I suggest moving the meteor slightly upwards to avoid immediate collision, therefore not getting the meteor destroyed early.
By any chance, can you please copy and paste the whatever error that showed up in Output? In case you don't know, to open output press View, then find and click the small icon that looks like this: >_→ . It's second and on top of all small icons.
@@abrathecadabra sadly there wasn’t a error in the output
@@Icy2018 Check if your tool has RequiresHandle off. If so, turn it on by clicking the checkbox.
e
I need help,what do i do if i want the explosion to be a 3d/mesh explosion instead of 2d?
The thing you can do is put a mesh (your explosion) in ReplicatedStorage.
At the top of the script write:
local Explosion = your mesh part here
and in the "touched" function (basically the function that gets executed in the meteor when it gets touched) replace the lines where the explosion is created with this:
Explosion.Parent = game.Workspace
Explosion.Position = Meteor.Position
I recommend setting CanCollide in your explosion mesh to false, because it sometimes causes problems with players being near it, don't forget to anchor the explosion too
edit: sorry for not replying sooner
@@abrathecadabra thanks
@@Moruko_desu No problem, hope your project will go well =D
@@abrathecadabra Hey sorry for asking but what is a mesh path? also how can we make this into a tool?
@@undertheground3862 Not mesh path, MESH PART. It's basically a creation imported from (mostly) blender to roblox, better explanation here: create.roblox.com/docs/building-and-visuals/studio-modeling/meshes-in-studio
I didn't understand what you meant by "how can we make this into a tool"
Sorry for late response
How do you make it so it can kill the players when close
I'm so sorry for not responding earlier. I didn't get notified of this message.
The meteor should be able to kill the players when they are close due to the explosion, but, if you want to make them die immideately, then follow my steps:
First, create a Part, make sure it's size is a bit bigger than the meteor. But you can make it as big as you wish.
Second, create a script inside the part.
Set the part's position to the meteor's position. Weld the part and the meteor together using WeldConstraint. Make sure to set the part's CanCollide to false.
In the script inside the part write:
local Debounce = false -- making the function be unable to fire twice
script.Parent.Touched:Connect(function(Part) -- if something touches the part, fire the event below
if Part.Parent:FindFirstChild("Humanoid") then -- if the part's parent has a humanoid object, then it should be a player/humanoid, therefore, we can kill it
if not Debounce then -- if debounce is false, then fire the function
Debounce = true -- function cananot fire
Part.Parent.Humanoid.Health -= 100 -- kill the humanoid
wait(1) -- cooldown
Debounce = false -- function can fire again
end
end
end)
hey is it possible to make if explosion happens near you you trip
the best solution here is to make a sphere around the meteor and weld the sphere to the meteor using WeldConstraints, then adding a script into it
wait till the sphere is touched by
"script.Parent.Touched:Connect(function(Part)
end)"
then we need to get the player to sit, presumably we are going to think that a player's HumanoidRootPart touched it
to do that write:
" if Part.Parent:FindFirstChild("Humanoid") then
Part.Parent:FindFirstChild("Humanoid").Sit = true
end"
i highy reccommend you using an if statement when it comes to FindFirstChild, because if you dont there will be errors saying that the part you are searching for (in this case "Humanoid") does not exist
@@abrathecadabra bro thanks for the effort ima sub
@@CMDexe no worries mate, and also thanks for the sub, i appreciate it =)
hey i was wondering if you could help me and if you could make the meteor spawn where you click?
really simple, insert a LocalScript into StarterPlayerScripts and the meteor into ReplicatedStorage, in the script try finding the player's mouse using
"local Mouse = game:GetService("Players").LocalPlayer:GetMouse()",
and then wait till the player clicks using "Mouse.Button1Down:Connect(function()".
After that clone the meteor and set the clone's parent to game.Workspace
after that make its position be the mouse's position (MeteorClone.Position = Mouse.Hit.Position)
@@abrathecadabra how would you turn this into a tool?
@@zeds5458 Didn't properly understand, but if you want for this to be a tool but with the same idea, here:
Make sure the meteor is in ReplicatedStorage
Create a tool in StarterPack
Go into the tool's properties and find RequiresHandle, tick it and make sure it's false (off). This is very important since we are avoiding errors later
Create a LocalScript in the tool,
Now we need to track when the tool is activated (when player clicks on the screen), we can do that by doing so:
script.Parent.Activated:Connect(function()
end)
Now we need to clone the meteor, inside the function write:
local MeteorClone = game.ReplicatedStorage.Meteor:Clone() -- Clone the meteor, create a variable for it's clone
MeteorClone.Parent = game.Workspace -- parent the meteor to workspace
MeteorClone.Position = game:GetService("Players").LocalPlayer:GetMouse().Hit.Position -- Track the player's mouse, find where it hit and get its position
The whole code:
script.Parent.Activated:Connect(function()
local MeteorClone = game.ReplicatedStorage.Meteor:Clone()
MeteorClone.Parent = game.Workspace
MeteorClone.Position = game:GetService("Players").LocalPlayer:GetMouse().Hit.Position
end)
sorry for late response
SHOULD NOTE THAT THIS IS LOCAL, ONLY THE CLIENT (PLAYER) CAN SEE THIS
If you wish for it to be Server-sided, use RemoteEvents in ReplicatedStorage, more about those here: create.roblox.com/docs/reference/engine/classes/RemoteEvent
If you read the documentation, you will probably figure it out yourself
Tell me if you need help
For some reason its not working
😭😭
Check if CanTouch in the meteor is Enabled and please show me your script.
:c
Can u make how to make a meteor shower tutorial pls? i liked video
Someone asked me about this in the comments, but sure thing!
@@abrathecadabra Thanks!
@@usercodwarzonePS5 no worries mate, stay tuned
Can you just duplicate the meteor? Because all meteor shower really is just a whole bunch of meteors crashing down.
@@Grassplant2012 thats one way to do it, however those duplicated meteors of yours will end - it wont be infinite, thats why its best to use a while loop, it's infinite and at the same time you can end it with break
how do i make it do damage to every one but you if added to a tool
i dont get it what you mean by "if added to a tool", but im gonna guess that the meteor cant damage you while you have the given tool equiped. Edit the script lower if i guessed wrong.
create a local variable with the name "Forcefield", and set it to nil, we are doing this to avoid errors later
local Forcefield = nil
now we need to track when the tool is eqipped:
script.Parent.Equipped:Connect(function()
end)
in the function write:
Forcefield = Instance.new("ForceField", script.Parent.Parent)
this will overwrite the "Forcefield" variable.
just to balance things its best to make the forcefield go away after the tool is uneguipped, we can track when the tool is unequipped by doing so:
script.Parent.Unequipped:Connect(function()
end)
now we need to destroy the forcefield,
in the function write:
Forcefield:Destroy()
Forcefield = nil
THE WHOLE SCRIPT:
local Forcefield = nil
script.Parent.Equipped:Connect(function()
Forcefield = Instance.new("ForceField", script.Parent.Parent)
end)
script.Parent.Unequipped:Connect(function()
Forcefield:Destroy()
Forcefield = nil
end)
(yes from now on i will include the full script in answers)
I got the Meteor from the Link and it was not working and invisible
Did you drag it upwards from the map to prevent it from falling and exploding before you could see it?
@@abrathecadabra it was pretty far up and I saw nothing although it could be that the game I was trying to make was completely bugged out cause my friends were putting a lot of free models in it and I didn't Relly know what was happening 😅 but I will try it by myself later (it could be that I'm Dum 🤣)
@@stormgaming9857 Theres the immidiate solution to your problem, the meteor was too far up into the sky
Maybe it touched something while it was falling, check if there are any structures blocking it's path
that not in sale
It should be fixed now, thanks for telling =D
I wish u can code on mobile lol
Roblox will make that kind of revolutionary update one day
Yeah totally but man I’m 💀
@@abrathecadabra hope you make a loop tutorial soon!
@@chickencbg i didn't really get it what you mean by loop tutorial, but i guess you mean the while and for loops?
@@abrathecadabra i meant for the meteors to keep coming down forever.
I want a meteor that ENDS ROBLOX!!!!!!!
lol
Lol
I want a meteor that just falls every minute into a random position
make a while loop, set its seconds to 60 (60 seconds = 1 minute)
clone the meteor, its important for the clone to have its own variable ( local MeteorClone = game:GetService("ReplicatedStorage").Meteor:Clone() )
change its parent to workspace
then to change its position do:
"MeteorClone.Position = Vector3.new(math.random(300, 1000), 291, math.random(300, 1000)) -- X, Y, Z".
Change the x y and z depending on your map, or your liking
create an attachment make its parent be the meteor (to make the vectorforce work)
local Attachment = Instance.new("Attachment", MeteorClone)
then create a vectorforce and make the attachment its parent
(local Force = Instance.new("VectorForce", Attachment))
dont forget to set its attachment0 to the attachment
Force.Attachment0 = Attachment
then set its force to your liking or depending on the map, again
Force.Force = Vector3.new(math.random(300, 1000), 0, math.random(300, 1000)) -- X, Y, Z
@@abrathecadabra make a tut i wanna wtach it
@@giftingcheap i will actively start thinking about making one, personal things were pulling me away from that
@@abrathecadabra any idea how to make the meteor destroy buildings?
@@giftingcheap enable join surfaces in studio (Home -> join Surfaces)
𝓅𝓇o𝓂o𝓈𝓂 👌
Btw what word is "hidden" in there
@@abrathecadabra it’s saying promosm?