So I don’t usually release scripts, and I’m pretty sure mine isn’t as efficient as it could be, but here ya go!
If you dont wanna change the path just simply create a folder in ReplicatedStorage called “Assets”, another folder inside the Assets folder called “ForceField” then add a highlight in there with the name “ForceFieldCustom”
local ff = script.Parent:WaitForChild("ForceField")
local ff2 = game.ReplicatedStorage.Assets.ForceField.ForceFieldCustom
local tween = game:GetService("TweenService")
ff.Visible = false
local ff2Clone = ff2:Clone()
ff2Clone.Parent = script.Parent
local blinkTween = TweenInfo.new(
0.5,
Enum.EasingStyle.Sine,
Enum.EasingDirection.InOut,
0,
false
)
local blinkTweenIn = tween:Create(ff2Clone, blinkTween, {FillTransparency = 0.5, OutlineTransparency = 1})
local blinkTweenOut = tween:Create(ff2Clone, blinkTween, {FillTransparency = 0.2, OutlineTransparency = 0})
local repeatCount = 10
repeat
blinkTweenIn:Play()
blinkTweenIn.Completed:Wait()
blinkTweenOut:Play()
blinkTweenOut.Completed:Wait()
repeatCount = repeatCount - 1
until repeatCount == 0
ff2Clone:Destroy()
ff:Destroy()
yea, but even thought the highlight properties are limited, they can still working on an alternative forcefield that lets you customize animations with particle emitter, beams, trails, roblox effects, etc…
You’re right, but if you know what you’re doing you can always tweak the settings, however I’m currently working on making this into a module to make it easier for those who don’t know about scripting, and want to customize this. I’m taking @ImNotch_XVI’s ideas into consideration aswell with experimenting with different animation types, material types like forcefield, and any other idea that floats around on this post, or just in my noggin lol.