Ground Slam
Lesson 9 of 20 in Coddy's Roblox Game: Battlegrounds course.
A second ability, on E: a ground slam that hits everyone around you and throws them away. workspace:GetPartBoundsInRadius(position, radius, params) finds the parts within a distance, and ApplyImpulse on a root gives its whole body a push. An impulse is a change of speed times mass, so multiplying by AssemblyMass throws light and heavy rigs the same way:
theirRoot:ApplyImpulse((away * Settings.SlamKnockback + Vector3.new(0, 40, 0)) * theirRoot.AssemblyMass)Now the game has two ways to hurt someone, and more are coming. Every hit goes through one function, hurt(humanoid, amount), so a rule about damage (blocking, next lesson) is written once.
Challenge
Medium- Write
hurt(humanoid, amount)aboveswing: return if the Humanoid is already beaten, otherwiseTakeDamage(amount). Makeswingcall it. - Add
abilities.Slam: everyone (once each, not you) with a root withinSettings.SlamRadiustakesSettings.SlamDamagethroughhurt, and is pushed away from you withSettings.SlamKnockbackand 40 up. - In
BattleClient, bind"Slam"to E, and add it to the cooldown display.
Press Play, then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Settings = require(game.ReplicatedStorage.Settings)
local remotes = game.ReplicatedStorage.Remotes
local lastSwing = {} -- player -> when they last swung
-- Roblox's own sword animations
local slash = Instance.new("Animation")
slash.AnimationId = "rbxassetid://522635514"
print("Swords deal " .. Settings.SwordDamage .. " damage")
-- A swing: the animation, then everyone in the box in front of you is hit
local function swing(player)
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if not root or character.Humanoid.Health <= 0 then
return
end
local now = time()
if lastSwing[player] and now - lastSwing[player] < Settings.SwingCooldown then
return
end
lastSwing[player] = now
character.Humanoid.Animator:LoadAnimation(slash):Play()
-- the box in front of you, never your own body
local params = OverlapParams.new()
params.FilterDescendantsInstances = { character }
local box = root.CFrame * CFrame.new(0, 0, -3)
local hit = {} -- each humanoid once per swing
for _, part in workspace:GetPartBoundsInBox(box, Settings.HitboxSize, params) do
local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
if humanoid and not hit[humanoid] then
hit[humanoid] = true
humanoid:TakeDamage(Settings.SwordDamage)
end
end
end
-- The abilities, by name: what each one does
local abilities = {}
function abilities.Dash(player, character, root)
root.AssemblyLinearVelocity = root.CFrame.LookVector * Settings.DashSpeed + Vector3.new(0, 15, 0)
end
-- The client asks for an ability by name. The server checks it: a real
-- ability, a living player, and its cooldown over. When it is ready again
-- is an attribute of the player, so their screen can show it.
remotes.Ability.OnServerEvent:Connect(function(player, name)
if typeof(name) ~= "string" or not abilities[name] then
return
end
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if not root or character.Humanoid.Health <= 0 then
return
end
local now = workspace:GetServerTimeNow()
if now < (player:GetAttribute(name .. "ReadyAt") or 0) then
return
end
player:SetAttribute(name .. "ReadyAt", now + Settings.Cooldowns[name])
abilities[name](player, character, root)
end)
-- Every player gets Kills on the leaderboard, and a sword every life
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local kills = Instance.new("IntValue")
kills.Name = "Kills"
kills.Parent = leaderstats
player.CharacterAdded:Connect(function()
local sword = ServerStorage.Sword:Clone()
sword.Parent = player.Backpack
sword.Activated:Connect(function()
swing(player)
end)
end)
end)
-- The training dummy: its health bar follows its health, and a beaten
-- dummy comes back after a moment, a fresh copy in the same place
local function setupDummy(dummy)
local humanoid = dummy.Humanoid
humanoid.HealthChanged:Connect(function(health)
dummy.HealthBar.Back.Fill.Size = UDim2.fromScale(health / humanoid.MaxHealth, 1)
end)
humanoid.Died:Connect(function()
local spot = dummy:GetPivot()
task.wait(0.5)
dummy:Destroy()
task.wait(Settings.DummyRespawn)
local fresh = ServerStorage.Dummy:Clone()
fresh:PivotTo(spot)
fresh.Parent = workspace
setupDummy(fresh)
end)
end
setupDummy(workspace.Dummy)
This lesson includes a short quiz. Start the lesson to answer it and track your progress.