Remove Particle Emitter without removing existing particle

I have this RPG tool that shoots rockets with a ParticleEmitter for smoke. My problem is that when the RPG hits something it deletes the rocket and its ParticleEmitter, which also removes any left over particles.

Is there a way to either keep these particles when deleting the emitter, or to keep the emitter in workspace until all particles have died?

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Just dont remove the emitter, make its parent part invisible or something then actually remove it later.

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but how exactly do i know when to destroy it?

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Don’t you get to decide that? Start a timer?

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i mean how will the script know how much time does it need to wait to insure that all particles has died before destroying it?

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That depends on how long your particles stay visible. Experiment with different times and start a timer based on the correct amount of time needed to let your particles disappear gradually before destroying.

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If you have not fixed this yet, does this work as you want?

local Debris = game:GetService("Debris")

Emitter.Parent = workspace
Debris:AddItem(Emitter, Emitter.Lifetime.Max)
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