FelixTheJudge Posted February 14, 2016 Share Posted February 14, 2016 (edited) I mean, looking at my code I see no reason why this shouldn't work. local function HearSflesh(inst, musician, instrument) if inst ~= musician and (inst:HasTag("playerghost")) then inst.PushEvent("respawnfromghost", { source = target }) end end I mean, I made an event earlier that caused thunder to strike every entity around me within hearing range, yet this simple code doesn't work what so. I'm guessing ghosts are handled separately to be immune to just about all ingame entity effects. Is there a way to make this somehow target ghosts? I was hoping to look at the telltale heart coding but that code is absolutely barren. All other methods of resurrection are from haunting items, and I don't want the player to be able to do that. It's supposed to be used to resurrect your allies. Eh, making the instrument requires an animation and the animation is quite buggy. I've decided against it. Edited February 15, 2016 by FelixTheJudge Link to comment Share on other sites More sharing options...
Muche Posted February 14, 2016 Share Posted February 14, 2016 Try inst:PushEvent instead of inst.PushEvent. Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 15, 2016 Author Share Posted February 15, 2016 (edited) Thank you. I shall try and reply with my results. Eh, I decided making it an instrument isn't what I want to do. I might try and make it work like a telltale heart. Edited February 15, 2016 by FelixTheJudge Link to comment Share on other sites More sharing options...
FelixTheJudge Posted February 15, 2016 Author Share Posted February 15, 2016 20 hours ago, Muche said: Try inst:PushEvent instead of inst.PushEvent. I used this in a new event and it worked 100% perfect thank you for your help. Link to comment Share on other sites More sharing options...
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