I’m trying to make an effect that gets on every single part of the player, although I’m having trouble with this. 2 problems, first, I don’t know how I would get the children of the character excluding the other parts like the head and humanoid, ect. Second, how would I clone it into each part of the table? This is not the full code, and I only need some help with my questions.
fire_curse:newAttack(Enum.KeyCode.K,function()
local char = plr.Character
local FXstorage = clientStorage.FXStorage
local steamEffect = FXstorage.SteamMode:Clone()
print('steam')
for i,v in pairs(char.Humanoid:GetChildren()) do
steamEffect.Parent = v
wait(10)
steamEffect:Destroy()
end
end)
Try getting the children of the char, not the humanoid
fire_curse:newAttack(Enum.KeyCode.K,function()
local char = plr.Character
local FXstorage = clientStorage.FXStorage
local steamEffect = FXstorage.SteamMode:Clone()
print('steam')
for i,v in pairs(char:GetChildren()) do
if not v:IsA("BasePart") or v.Name == "Head" then continue end
steamEffect.Parent = v
spawn(function()
wait(10)
steamEffect:Destroy()
end)
end
end)
edited: Adjusted the code a bit to meet your requirements
edited again: made it fit the requirements even more
Oh thats on me lol. I’m so stupid for writing humanoid. Although I’m still getting repeated nils inside of the dev console. As I previously said I have no idea if steamEffect.Parent = v even works for me because its a single clone trying to parent itself to multiple meshes.
fire_curse:newAttack(Enum.KeyCode.K,function()
local char = plr.Character
local FXstorage = clientStorage.FXStorage
print('steam')
for i,v in pairs(char:GetChildren()) do
if not v:IsA("BasePart") or v.Name == "Head" then continue end
local steamEffect = FXstorage.SteamMode:Clone()
steamEffect.Parent = v
spawn(function()
wait(10)
steamEffect:Destroy()
end)
end
end)
wait nevermind i believe its coming from something else, but I don’t know where its coming from. although the other issue still could be a thing. How do i check where nils are coming from?
If you run it in studio, you should be able to click what is outputed to go to the location it was run from (click it while the game is still running in studio, as it is a localscript)
It works now thank you for all the help, you’re a life saver. I never would have knew you could check what type of object is inside of a table when you iterate over it. I wont forget this skill!