Help with particle emittion in local script

I don’t know what’s going on, but all I"m trying to do is make particles (located in my ViewModel) Emit() when I shoot. I’ve tried everything I can think of. Please HELP!

My local Script:

local TweenService = game:GetService("TweenService")
local Tool = script.Parent
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local HeadshotUI = Player.PlayerGui:WaitForChild("HeadShot"):WaitForChild("Frame").HeadShot
local mouse = Player:GetMouse()
local HeadShotRemote = game:GetService("ReplicatedStorage").HeadShotRemote
local playerName = Player.Name

local ShootAnimation = Tool.Shoot

local ViewModel = Character:FindFirstChild("FlintlockPistol")
local AnimationController = ViewModel:FindFirstChildOfClass("AnimationController")
local animator = AnimationController:FindFirstChildOfClass("Animator")

-- Load the idle animation
local animationTrack = animator:LoadAnimation(ShootAnimation)

--[ SETTINGS ]
local ShootCooldown = 0.65

--[ GUN ATTRIBUTES ]

local Pew = Tool.Handle.Pew
local MetalRicochet = Tool.Handle.MetalRicochetSounds
local StoneRicochet = Tool.Handle.StoneRicochetSounds
local Reload  = Tool.Handle.Reload

--[ FUNCTIONS ]

local function CreateBulletClient(player, ExactMousePosition)
	local gunPosition = ViewModel.BulletStartPOS.Position -- Adjust this if needed

	-- Create the beam part
	local beam = Instance.new("Part")
	beam.Name = "Bullet"
	beam.Size = Vector3.new(0.1, 0.1, (gunPosition - ExactMousePosition).magnitude) -- Set initial size
	beam.Color = Color3.fromRGB(255, 191, 0) -- Change color as needed
	beam.Material = Enum.Material.Neon
	beam.CanCollide = false
	beam.CastShadow = false
	beam.Anchored = true
	beam.Parent = workspace

	-- Set position and orientation
	beam.CFrame = CFrame.new((gunPosition + ExactMousePosition) / 2, ExactMousePosition)

	print(player.Name .. "'s bullet was created.")

	-- Shrink the beam on both the X and Y axes over time (faster)
	coroutine.wrap(function()
		for i = 1, 10 do  -- Reduced iterations for faster shrinking
			-- Gradually decrease the X and Y dimensions to make the beam skinnier
			local newSizeX = 0.1 * (1 - i / 10)  -- Shrink the X size faster
			local newSizeY = 0.1 * (1 - i / 10)  -- Shrink the Y size faster
			beam.Size = Vector3.new(newSizeX, newSizeY, beam.Size.Z) -- Keep Z (length) the same
			wait(0.02) -- Reduced wait time for faster shrinking
		end
		beam:Destroy() -- Destroy the beam after it has finished shrinking
	end)()
end

--[ MAIN CODE ]


local CanShoot = true

Tool.Activated:Connect(function()
	if not CanShoot then return end

	if Humanoid.Health == 0 then return end

	if Tool.Enabled == false then return end

	if Tool.Parent == Character then
		local target = mouse.Target
		if target and target:IsA("Part") or target:IsA("MeshPart") or target:IsA("UnionOperation") or target:IsA("Terrain") then
			print(Player.Name .. " clicked their mouse.")
			CanShoot = false
			
			-- Play the Shoot animation
			animationTrack:Play()
			
			local ViewModel = Character:FindFirstChild("FlintlockPistol")

---------------------------------------------------------------------
--THIS IS WHERE THE EMITTION IS LOCATED!

			local ShootFX1 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.ShootFX1:Emit(1)
			local Sparks = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Sparks:Emit(1)
			local Smoke = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Smoke
			local Smoke1 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Smoke1:Emit(2)
			local Smoke2 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Smoke2:Emit(4)
			local ShootFX2 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.ShootFX2:Emit(1)
			
			Smoke.Enabled = true
			
			--ShootFX1:Emit(1)
			--Sparks:Emit(1)
			--Smoke1:Emit(2)
			--Smoke2:Emit(4)
			--ShootFX2:Emit(1)
			

---------------------------------------------------------------------

			local humanoid = target.Parent:FindFirstChildOfClass("Humanoid")
			local Head = target.Name == "Head"
			local HeadShottedName = target.Parent.Name
			local Terrain = target:IsA("Terrain")
			local ExactMousePosition = mouse.Hit.Position
			--print(Player.Name .. " shot: " .. target.Name .. ", which is inside of: " .. target.Parent.Name .. ".")
			
			CreateBulletClient(Player, ExactMousePosition)

			local remote = Tool:WaitForChild("DamageRemote")
			remote:FireServer(humanoid, Head, Terrain, Pew, MetalRicochet, StoneRicochet, Reload, target, ExactMousePosition)

			if Head then
				HeadShotRemote:FireServer(nil, target)  -- We don't need to pass HeadshotUI anymore
			end
			
			-- Wait for cooldown
			wait(ShootCooldown)
			CanShoot = true
		else
			print(Player.Name .. " shot: Void" )
		end
	else
		print("Tool isn't equipped!!!")
	end
end)

Tool.Equipped:Connect(function()
end)

Tool.Unequipped:Connect(function()
end)

-- Add this new part at the end of your LocalScript
HeadShotRemote.OnClientEvent:Connect(function(HeadshotMessage)
	local HeadshotUIClone = HeadshotUI:Clone()
	HeadshotUIClone.Parent = Player.PlayerGui:WaitForChild("HeadShot"):WaitForChild("Frame")
	HeadshotUIClone.Visible = true
	HeadshotUIClone.Text = HeadshotMessage

	-- Destroy the UI after 5 seconds
	wait(5)
	HeadshotUIClone:Destroy()
end)
1 Like

It’s a simple mistake, when you save a local variable, you cannot immediately change the properties in the same line

example

local part = imagineapart.Position = 10

this goes the same with functions too like :Emit(), which you did ALOT of times…

local ShootFX1 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.ShootFX1:Emit(1)
			local Sparks = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Sparks:Emit(1)
			local Smoke = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Smoke
			local Smoke1 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Smoke1:Emit(2)
			local Smoke2 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.Smoke2:Emit(4)
			local ShootFX2 = ViewModel:WaitForChild("Handle").MuzzleFlashHolder.ShootFX2:Emit(1)

to fix this, simply just call the :Emit() function in another line, example

what you did:

local particle = imagineaparticle:Emit(10)

what you SHOULD do:

local particle = imagineaparticle
particle:Emit(10)

local variables, should only be used to store variables, functions, and etc… just as the name suggests…

2 Likes

Thank you so much for the reply! I tried this already, but it doesn’t emit. I even tried to just make it enabled to see if the particles even show, and they don’t.

I’m not sure if it has something to do with the fact that the particles are in a gun model which is in my viewmodel (2 arms holding a gun) which is in StarterCharacterScripts.

It shouldn’t matter, BUT check if StreamingEnabled is set to True/Enabled under the workspace Properties. If it is, then disable it. What this does is it basically try to optimize the game, like REALLY try to… so it sometimes disables ParticleEmitters completely under certain circumstances.

If it still don’t work, try adding task.wait() (make sure there’s no time inputted) BEFORE you emit particles each time…

example

task.wait()
particle:Emit(1)
task.wait()
particle:Emit(1)
1 Like