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ForceField

Show deprecated

ForceField

Show deprecated

A ForceField protects a Humanoid from taking damage using the Humanoid/TakeDamage function, and protects BaseParts from having their joints broken due to an Explosion.

ForceField Creation

ForceFields are created when a character spawns on a SpawnLocation and the SpawnLocation/Duration property is greater than zero.

ForeFields influence the instance they are parented to. When parented to a Model they will protect all of the BaseParts descending from that model. They may be parented to a BasePart, but the part’s joints will only be protected if both the part and the part it is connected to also contain ForceField.

Forcefields and Joints

When a ForceField is parented to a character Model the neck joint will be protected and thus the character can not be killed by Explosions. Developers can protect joints from Explosions without the need for a ForceField object by setting Explosion/DestroyJointRadiusPercent to 0.

ForceFields and Damage

ForceFields only protect Humanoids from damage using the Humanoid/TakeDamage function. Humanoids can still be damaged by setting Humanoid/Health directly. For this reason, it is advised that developers use Humanoid/TakeDamage. Bearing in mind of course, that it is still possible to check if a ForceField exists before manually setting the humanoid’s health as shown below:

if not characterModel:FindFirstChildOfClass("ForceField") then
	humanoid.Health = humanoid.Health - 10
end

ForceField Visuals

When ForceField/Visible is set to true, a particle effect is created. A number of rules determine where this effect will be emitted from.

When parented to a Model, if the model includes a Humanoid named “Humanoid” with Humanoid/RigType set to R15, the effect will be emitted from the part named “UpperTorso”. Otherwise, the effect will be emitted from the part named “Torso”. The part must have the same parent as the ForceField, if it does not exist then the effect is emitted at 0, 0, 0.

When parented to a BasePart the effect will be emitted from the part’s BasePart/Position.

Properties

bool

Visible

Determines whether or not the ForceField's particle effect is visible.

Inherited from Instance: Show Hide

int

DataCost

[ReadOnly] [NotReplicated]
The cost of saving the instance using data persistence.
Instance

Parent

Determines the hierarchical parent of the `Instance`.
bool

RobloxLocked

If true, the `Instance` and its descendants cannot be indexed or edited by a `Script` or `LocalScript` and will throw an error if it is attempted.
string

ClassName

[ReadOnly] [NotReplicated]
A read-only string representing the class this `Instance` belongs to.
string

Name

A non-unique identifier of the `Instance`.
bool

Archivable

Determines if an `Instance` can be cloned using `/Instance/Clone` or saved to file.

Functions

Inherited from Instance: Show Hide

RBXScriptSignal

GetPropertyChangedSignal ( string property )

Get an event that fires when a given property of an object changes.
Instance

FindFirstChildWhichIsA ( string className , bool recursive )

Returns the first child of the `Instance` for whom `Instance/IsA` returns true for the given className.
Array

GetDescendants ( )

[CustomLuaState]
Returns an array containing all of the `Instance`'s descendants.
bool

IsAncestorOf ( Instance descendant )

Returns true if an `Instance` is an ancestor of the given descendant.
bool

IsDescendantOf ( Instance ancestor )

Returns true if an `Instance` is a descendant of the given ancestor.
Instance

FindFirstChildOfClass ( string className )

Returns the first child of the `Instance` whose `Instance/ClassName|ClassName` is equal to the given className.
Instance

FindFirstChild ( string name , bool recursive )

Returns the first child of the `Instance` found with the given name.
Instance

FindFirstAncestorWhichIsA ( string className )

Returns the first ancestor of the `Instance` for whom `Instance/IsA` returns true for the given className.
Instance

FindFirstAncestorOfClass ( string className )

Returns the first ancestor of the `Instance` whose `Instance/ClassName` is equal to the given className.
Instance

FindFirstAncestor ( string name )

Returns the first ancestor of the `Instance` whose `Instance/Name` is equal to the given name.
bool

IsA ( string className )

Returns true if an `Instance`'s class matches or inherits from a given class
Instance

WaitForChild ( string childName , double timeOut )

[CustomLuaState] [CanYield]
Returns the child of the `Instance` with the given name. If the child does not exist, it will yield the current thread until it does.
string

GetFullName ( )

Returns a string showing the `Instance`'s ancestry.
string

GetDebugId ( int scopeLength )

[NotBrowsable]
Returns a coded string of the `Instance`s DebugId used internally by Roblox.
Objects

GetChildren ( )

Returns an array containing all of the `Instance`'s children.
void

Destroy ( )

Sets the `Instance/Parent` property to nil, locks the `Instance/Parent` property, disconnects all connections and calls Destroy on all children.
Instance

Clone ( )

Create a deep copy of a Roblox instance and descendants where `Archivable = true`.
void

ClearAllChildren ( )

This function destroys all of an `Instance`'s children.

Events

Inherited from Instance: Show Hide

RBXScriptSignal

DescendantRemoving ( Instance descendant )

Fires immediately before a descendant of the `Instance` is removed.
RBXScriptSignal

AncestryChanged ( Instance child , Instance parent )

Fires when the `Instance/Parent` property of the object or one of its ancestors is changed.
RBXScriptSignal

ChildAdded ( Instance child )

Fires when an object is parented to this `Instance`.
RBXScriptSignal

ChildRemoved ( Instance child )

Fires when a child is removed from this `Instance`.
RBXScriptSignal

DescendantAdded ( Instance descendant )

Fires when a descendant is added to the `Instance`.
RBXScriptSignal

Changed ( string property )

Fired immediately after a property of an object changes.