I’m trying to make this Warbound Grenade into a smoke grenade. I changed the model and changed the Explosion to Smoke. It works, but I want to make the smoke thicker, so I changed some numbers, but the smoke didn’t get thicker. Here’s the code.
local L_61_ = Instance.new('Smoke', L_23_)
L_61_.Position = L_23_.Position
L_60_forvar1.BlastRadius = L_20_.ExplosionDistance
L_61_.DestroyJointRadiusPercent = L_20_.SmokeJointDestroyDist
L_20_.SmokeType = L_20_.SmokeType
local L_62_ = Instance.new('Sound', L_23_)
L_62_.SoundId = "rbxassetid://380490522"
L_62_.Volume = 10000
L_62_:Play()
L_62_.Ended:connect(function()
for L_69_forvar1, L_70_forvar2 in pairs(L_25_) do
table.remove(L_25_, L_70_forvar2)
end
L_23_:Destroy()
L_27_:FireClient(L_59_arg1)
end)
end
end
You should stay away from using his models i guess. For some reason, he’s obfusticating server side code, and even that he isn’t doing properly. Also, he uses deprecated methods.
Looking at your code, you might want to read smoke properties here. Alongside this, if you don’t have an explosion you shouldn’t reference properties of it because the code will error out (L_61_.DestroyJointRadiusPercent = L_20_.SmokeJointDestroyDist). In my opinion, I’d find a smoke texture and use particles because you can customise them more. Read about that here.
Also, on L_62_.Volume = 10000: Sound volumes can be from 0-10 (defaulting at 0.5) so setting it to 10000 won’t do anything but set it to 10.
Did you keep the rest of the code? Could you edit your reply and post it? Thanks.
As for making it go to bigger/going someplace else here are the properties which you’ll most likely want to use:
EmissionDirection: What side of the block it’ll go, reference it with ParticleEmitter.EmissionDirection