particlePart.Position = script.Parent.HumanoidRootPart.CFrame.LookVector + Vector3.new(10, 0, 0)
This is what I’ve tried, but for some reason it just spawns the explosions at the origin?
particlePart.Position = script.Parent.HumanoidRootPart.CFrame.LookVector + Vector3.new(10, 0, 0)
This is what I’ve tried, but for some reason it just spawns the explosions at the origin?
Check if the humanoidrootpart is there.
of course its there
limitttttttt
Maybe instead of adding a vector3, multiply by a cframe.
You can use :
particlePart.CFrame = script.Parent.HumanoidRootPart.CFrame + script.Parent.HumanoidRootPart.CFrame.LookVector * DistanceYouWant
use
:ToWorldSpace
some more words here
You’re currently just setting the particle’s position to a direction + 10 studs in the X direction.