Training Dummy
Lesson 5 of 25 in Coddy's Roblox Game: Battlegrounds course.
The dummy needs two things to be a training dummy: a health bar, and to come back when it is beaten.
Its HealthBar is a BillboardGui with a green Fill inside a dark Back. UDim2.fromScale(health / MaxHealth, 1) makes the fill as wide as the health left.
When its Humanoid Died, remember where it stood (GetPivot), remove it, wait Settings.DummyRespawn seconds and put a fresh copy from ServerStorage in its place. The fresh one needs the same setup, so the setup is a function that calls itself for the new dummy:
local function setupDummy(dummy)
-- health bar, and on Died: ... setupDummy(fresh)
end
setupDummy(workspace.Dummy)Challenge
EasyGive the dummy a health bar and bring it back when beaten.
- Write
setupDummy(dummy): onHealthChanged, sizedummy.HealthBar.Back.Fillto the health left. - On
Died: keepdummy:GetPivot(), wait 0.5 seconds, destroy the dummy. - Then wait
Settings.DummyRespawn, cloneServerStorage.Dummyto that pivot in workspace, and callsetupDummyon it. - Call
setupDummy(workspace.Dummy).
Press Play and beat the dummy: its bar empties, and it comes back. Then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Settings = require(game.ReplicatedStorage.Settings)
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)
print(humanoid.Parent.Name .. " is at " .. humanoid.Health)
end
end
end
-- Every player gets a sword every life
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
local sword = ServerStorage.Sword:Clone()
sword.Parent = player.Backpack
sword.Activated:Connect(function()
swing(player)
end)
end)
end)
-- Lesson 5: Training Dummy goes here
All lessons in Roblox Game: Battlegrounds
Practice on your own: Roblox playground