I got a post on our Feedback on Opaque Obby post saying we should add some confetti to our checkpoints,
I tried searching up tutorials but my script ended up failing, please help me!
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If your post is correct and it works, I will make it the solution.
You would do a particle emitter with a random color. Customize the emitter to match a half of a sphere. Then using a for loop, :Emit(1) and change the color to random. Another tutorial would be this.
local Confetti1 = script.Parent.Confetti1.Explosion -- Finds ParticleEmitter1
local Confetti2 = script.Parent.Confetti2.Explosion -- Finds ParticleEmitter2
local Trigger = script.Parent.TriggerPart -- Finds the part that triggers the confetti
Confetti1.Enabled = false -- Makes sure the particles arent enabled by default
Confetti2.Enabled = false
Trigger.Touched:Connect(function(trigger) -- This will make that when a player touches the Triggerpart a function will get triggered
if trigger.Parent:FindFirstChild("Humanoid") then -- Makes sure that whoever touches it is a player
Confetti1:Emit(1) -- Emits the particles
Confetti2:Emit(1)
end
end)
Ur model should look like this, i used default roblox particle textures so u will have to change that to confetti urself
local Confetti1 = script.Parent.Confetti1.Explosion -- Finds ParticleEmitter1
local Confetti2 = script.Parent.Confetti2.Explosion -- Finds ParticleEmitter2
local Trigger = script.Parent.TriggerPart -- Finds the part that triggers the confetti
Confetti1.Enabled = false -- Makes sure the particles arent enabled by default
Confetti2.Enabled = false
Trigger.Touched:Connect(function(trigger) -- This will make that when a player touches the Triggerpart a function will get triggered
if trigger.Parent:FindFirstChild("Humanoid") then -- Makes sure that whoever touches it is a player
Confetti1:Emit(1) -- Emits the particles
Confetti2:Emit(1)
end
end)