How do i fix my vfx?

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. :frowning:

Whats exactly wrong, im not sure what you mean.

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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

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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

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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
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Did I guess right that vfx is in hitEffect?

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Yes, all my effects in the replicated storage

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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

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Okay, i will edit it, be right back

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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! :smiley:

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Thanks, and i got the point of the problem, there was a mistake in the cooldown system so particle emiting was tweaking, thanks guys :smiley:

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