How to Make a Kill Brick Script

How to make a kill brick script is one of the most fundamental skills you'll pick up when you start messing around in Roblox Studio. If you've ever played an "obby" (obstacle course) or a survival game, you've seen these things everywhere. They're those glowing red blocks or patches of lava that instantly reset your character the moment you touch them. While it might seem like some complex piece of game design, it's actually incredibly straightforward once you understand how parts and scripts talk to each other.

Learning this isn't just about making a block that kills people; it's your gateway into understanding events and functions in Luau, which is the programming language Roblox uses. Once you get the hang of this, you'll start seeing how you can trigger almost anything—sounds, animations, or points—just by having a player touch an object.

Setting Up Your Workspace

Before we even look at a single line of code, we need something to actually put the script into. Open up a new Baseplate in Roblox Studio. You'll want to head over to the Home tab and click on the Part icon to drop a basic brick into your world.

You can make this part look like anything you want. Usually, developers make kill bricks bright red and set the material to Neon so players know to stay away. You can find these options in the Properties window (usually on the bottom right). If you don't see the Properties window, go to the View tab at the top and click the Properties button.

While you're in the Properties window, make sure to check the box for Anchored. If you don't anchor your part, it'll just fall through the floor or get pushed around by players, which isn't exactly what we want for a stationary trap.

Inserting the Script

Now that your brick looks properly dangerous, it's time to give it some brains. Hover over your part in the Explorer window, click the little plus (+) button, and search for "Script." Make sure you're choosing a regular Script (the one with the little scroll icon), not a LocalScript or a ModuleScript.

When you open that script, you'll see the classic "Hello World" message. Go ahead and delete that; we don't need it.

The Core Logic

How to make a kill brick script relies on one specific event: the Touched event. This event fires whenever another physical object in the game world bumps into our brick. Here is the simplest version of the code you'll need:

```lua local killBrick = script.Parent

local function onTouch(otherPart) local character = otherPart.Parent local humanoid = character:FindFirstChild("Humanoid")

if humanoid then humanoid.Health = 0 end 

end

killBrick.Touched:Connect(onTouch) ```

Let's break that down because it's important to understand why it works.

The first line, local killBrick = script.Parent, is just us creating a shortcut. Since the script is inside the brick, script.Parent refers to the brick itself. It's a lot easier to type killBrick than to keep typing script.Parent over and over again.

The main part is the onTouch function. You'll notice it has a parameter called otherPart. When the brick gets touched, Roblox automatically tells the script exactly what part touched it. If your foot touches the brick, otherPart is your foot.

But a foot doesn't have a "Health" property—your Humanoid does. That's why we look at otherPart.Parent. If the foot is part of a character model, the parent of the foot is the character. Then, we use FindFirstChild("Humanoid") to make sure we're actually touching a player (or an NPC) and not just a random soccer ball or another part. If we find a Humanoid, we set its health to zero. Simple as that.

Why the "If" Statement Matters

You might be wondering why we bother with if humanoid then. Imagine a stray leaf or another wandering part hits your kill brick. If the script tries to set the health of a random brick to zero, it's going to throw an error because bricks don't have health. This would "break" your script in the output log. The if statement is basically a safety check: "Only do the killing if the thing that touched us is actually alive."

Taking it a Step Further: Damage Over Time

Sometimes, you don't want a "kill" brick; you want a "hurt" brick. Maybe you're making a zone with toxic gas or a floor that's just a little bit hot. Instead of setting humanoid.Health = 0, you can subtract a specific amount of health.

However, there's a catch. The Touched event fires fast. If you just put humanoid.Health = humanoid.Health - 10, the player will likely die instantly anyway because the event triggers dozens of times per second while the player is standing on it.

To fix this, we use something called a debounce. Think of a debounce as a cooldown timer.

```lua local killBrick = script.Parent local canDamage = true

local function onTouch(otherPart) local character = otherPart.Parent local humanoid = character:FindFirstChild("Humanoid")

if humanoid and canDamage then canDamage = false humanoid:TakeDamage(10) -- Deals 10 damage task.wait(1) -- Wait one second before damaging again canDamage = true end 

end

killBrick.Touched:Connect(onTouch) ```

In this version, we added a variable called canDamage. When the player touches the brick, the script checks if canDamage is true. If it is, it deals damage and immediately sets canDamage to false. The script then waits for a second before turning the damage ability back on. This gives the player a chance to jump away.

Customizing Your Hazards

Now that you know how to make a kill brick script, you can start getting creative with the visuals. You don't have to stick to boring cubes.

  • The Invisible Trap: You can set the brick's Transparency to 1 and CanCollide to false. Now you have an invisible barrier that kills anyone who walks through it. (Maybe a bit mean for a game, but useful for out-of-bounds areas!)
  • The Pulsing Lava: You can add a second script to change the brick's color or transparency over time using a while true do loop to make it look more menacing.
  • Sound Effects: You can trigger a "sizzle" or "clink" sound within the same onTouch function. Just put a Sound object inside the brick and use yourSound:Play() right before the line that kills the player.

Common Mistakes to Avoid

Even though this is a "beginner" script, it's very easy to mess up. If your script isn't working, check these three things first:

  1. Capitalization: Luau is case-sensitive. Humanoid is not the same as humanoid. Touched is not the same as touched. If you see red text in your Output window, this is usually the culprit.
  2. Parenting: Make sure your script is actually inside the part. If the script is just sitting in the Workspace, script.Parent will refer to the entire game world, which won't work.
  3. Anchoring: If your kill brick falls into the "void" because it wasn't anchored, it won't be there when you go to test it!

Wrapping Up

Understanding how to make a kill brick script is a huge milestone. It's the moment you stop just "building" in Roblox and start "developing." You've moved from placing static objects to creating interactive, logical gameplay elements.

The logic we used here—detecting a touch, finding the player's humanoid, and changing a property—is the same logic used for power-ups, finish lines, and even complex weapon systems. So, keep experimenting. Change the damage values, try adding particle effects when a player touches the brick, or see if you can make the brick disappear after it kills someone. The more you play around with these basic scripts, the faster you'll get at building the games you actually want to play.