Hi!
I want to fix the bug that start tweaking particles at the medium distance from the player, theres a video of this problem:
I tried to set attachment to the folder, changing Zoffset parametrs but bug dont dissapear and i dont know why. ![]()
Hi!
I want to fix the bug that start tweaking particles at the medium distance from the player, theres a video of this problem:
I tried to set attachment to the folder, changing Zoffset parametrs but bug dont dissapear and i dont know why. ![]()
Whats exactly wrong, im not sure what you mean.
So, when my ball touches the ground a particles start to emit but they is emiting wrong (like they cancelling each other) and i dont know how to fix it
Ohhh… wait.. Do you mean like if the vfx will work 2 times, then the second one will cancel the first one not giving him to end?
If so.. can you show the script please
Yes! So i making this effects on the client side, theres a script
function Replicate:Register()
local ReplicateBridge = Bridges["ReplicateBridge"]
local balls = {} -- LOLL
ReplicateBridge:Connect(function(args)
if args[1] == "EmitBallHit" then
local ball = workspace.Ball:FindFirstChild("Ball")
if not ball then return end
local hitEffect: Attachment = ReplicatedStorage.Assets.Effects.HitBallEffect:Clone()
hitEffect.Parent = ball.PrimaryPart
hitEffect.Name = "HitEffect" .. #workspace.BallCosmetic:GetChildren()
Debris:AddItem(hitEffect, 1)
for _, eff: ParticleEmitter in pairs(hitEffect:GetChildren()) do
eff:Emit(eff.Rate)
end
end
end)
end
Did I guess right that vfx is in hitEffect?
Yes, all my effects in the replicated storage
Oki! So I think the problem is that you attaching all of the effects to the right exact part so it will kinda cause some problems with vfx working
Okay, i will edit it, be right back
I suggest you to do it like it will create a part with the same size for example and pos and attach the effect to it… Good luck! ![]()
Thanks, and i got the point of the problem, there was a mistake in the cooldown system so particle emiting was tweaking, thanks guys ![]()
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