Trying to get your piggy script trap ignore settings right can feel like a never-ending battle against the engine. You spend hours building a map, setting up the perfect jumpscare or obstacle, and then—boom—you walk right into your own trap and get stuck. It's one of those minor coding hurdles that sounds simple on paper but ends up being a total headache when the script just refuses to acknowledge that you're the one who placed it.
The whole point of an ignore list or a whitelist is to make sure your creations don't turn on you or your teammates. If you're making a Piggy-style game, you want the traps to be a threat to the players running away, not the person who's supposed to be the "killer." When the logic fails, it usually comes down to how the script identifies who is touching the trap and whether or not that person is on the "do not hit" list.
The Logic Behind the Ignore Feature
When you're looking at a piggy script trap ignore setup, you're basically dealing with a conditional statement. In most coding environments like Roblox Lua, the trap is sitting there waiting for a "Touched" event. The moment something hits that part, the script wakes up and asks, "What just hit me?"
If you haven't set up an ignore list, the script is blind. It doesn't care if it's a player, a wall, or the game creator; it just executes the command, which is usually to stun the player or take away some health. To fix this, we have to teach the script how to differentiate between people.
Most people start by trying to check the name of the player. While that works for a single-person project, it's not very scalable. If you want a whole team to be ignored by the trap, you need a more robust system than just checking for one specific username.
Common Mistakes with Touch Events
One of the biggest reasons your piggy script trap ignore logic might be failing is because of how the "hit" part is detected. When a player's foot touches a trap, the script isn't actually hitting a "Player." It's hitting a "Part" called "RightFoot" or "LeftLowerLeg."
If your script is looking for a name in a list but it's only looking at the name of the part that touched it, it's going to fail every single time. You have to tell the script to look at the parent of that part (which is the character model) and then find the player associated with that model. If you skip that step, the ignore list is basically useless because "RightFoot" is never going to be on your list of ignored usernames.
The Parent-Child Relationship
In scripting, hierarchy is everything. Imagine the trap as a grumpy neighbor. If you step on their lawn, they don't see "User123," they see a shoe. You need to make sure the script is smart enough to look up from the shoe and see the person wearing it.
Using functions like GetPlayerFromCharacter is the standard way to bridge this gap. Once the script identifies the actual player, it can then check your ignore list. If the player's name or ID is in that list, you tell the script to return, which basically means "never mind, don't do anything."
Setting Up a Reliable Whitelist
Instead of just hardcoding your name into the script, it's a lot smarter to use a table. A table (or an array) lets you list multiple people who should be immune to the trap. This is great if you have friends helping you test or if you want the "Piggy" player to always be ignored by the traps they lay down.
The cool thing about using a table for your piggy script trap ignore function is that you can add or remove people on the fly. You could even script it so that anyone on a specific "Team" is automatically added to the ignore list. This prevents those annoying moments where a teammate accidentally walks into a trap you just set, ruining the strategy for the whole round.
Why User IDs Are Better Than Names
If you're still using names for your ignore list, you might want to switch to User IDs. Names can change, and sometimes capitalization can trip up a script. User IDs are permanent and unique. It's a bit more of a hassle to go find the numbers, but it makes your script much more stable in the long run.
Dealing with Lag and Latency
Sometimes, the piggy script trap ignore code is actually perfect, but the game's lag makes it feel broken. Have you ever walked over a trap, it didn't go off, and then two seconds later you're suddenly stuck? That's latency.
In a multiplayer environment, the server and the client don't always agree on where everyone is standing. If the "ignore" check happens on the server but the "touch" happens on the client, there can be a tiny delay. Usually, it's best to handle the trap logic on the server to keep things fair, but you have to accept that sometimes a player might look like they should have been ignored when they actually weren't.
Debounce: The Unsung Hero
Another thing that ruins traps is the lack of a "debounce." A debounce is just a fancy way of saying a cooldown. Without it, a single touch can trigger the script thirty times in one second. This can overwhelm the "ignore" check and cause the script to glitch out. Always make sure your trap has a small window where it won't fire again, giving the script time to process who it just hit.
Making the Trap Visually Different
While it's not strictly a scripting fix, it helps to make sure ignored players can actually tell which traps are "friendly." If you're using a piggy script trap ignore system for a team, maybe change the color of the trap or give it a slight glow for the people who are immune to it.
It's super frustrating for a player to see a trap and not know if it's going to catch them or if they can safely walk over it. A little bit of visual feedback goes a long way in making the game feel polished and professional, rather than just a collection of parts that may or may not work.
Testing Your Ignore Script
You really can't know if your piggy script trap ignore logic works until you test it with multiple people. Testing alone in "Studio" mode only tells you if you are ignored. It doesn't tell you if the trap will correctly trigger on someone else.
- Invite a friend to a private server.
- Have them walk over the trap while you stand on it.
- Swap roles and see if the results stay consistent.
- Try changing teams to see if the whitelist updates correctly.
It's a bit of a process, but it beats getting a bunch of "Your game is broken!" comments on your project page.
Final Thoughts on Trap Scripts
At the end of the day, a piggy script trap ignore function is all about precision. You're telling the game engine to ignore its natural instinct to trigger an event, and that requires clear, concise instructions. Whether you're building a complex horror game or just messing around with some basic mechanics, getting these small details right is what separates a frustrating experience from a fun one.
Don't get discouraged if the code doesn't work the first time. Scripting is basically just a series of trial-and-error moments until things finally click. Double-check your parents, make sure you're looking for the Player and not the Part, and keep that ignore list updated. Once you get it working, the satisfaction of walking right through your own deadly trap while others get caught is well worth the effort.