How do I both make VFX abilities and then spawn them through script for an attack?
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very vague description, since theres more than one type of particle (static and an actual physics particle). have you considered checking out particle emitters?
You’re gonna need to explain more—we can’t read your mind or your project setup. Please give a more detailed description before making a topic. But since I get what you’re going for, here’s how I’d approach it:
Honestly, I’d make a simple attack module that handles both logic and VFX spawning. Keep it modular so you can reuse it across abilities.
Example: AttackModule
local AttackModule = {}
function AttackModule.Cast(player, targetPosition)
local character = player.Character
if not character then return end
-- Create VFX
local effect = Instance.new("Part")
effect.Size = Vector3.new(1, 1, 1)
effect.Shape = Enum.PartType.Ball
effect.Material = Enum.Material.Neon
effect.Color = Color3.fromRGB(255, 0, 0)
effect.Anchored = true
effect.CanCollide = false
effect.Position = character.HumanoidRootPart.Position + Vector3.new(0, 2, 0)
effect.Parent = workspace
-- Tween the effect to target
local TweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Linear)
local goal = {Position = targetPosition}
local tween = TweenService:Create(effect, tweenInfo, goal)
tween:Play()
-- Cleanup
tween.Completed:Connect(function()
effect:Destroy()
-- You can add damage or impact logic here
end)
end
return AttackModule
Usage (from a LocalScript or server-side handler)
local AttackModule = require(game.ReplicatedStorage.AttackModule)
local mouse = player:GetMouse()
mouse.Button1Down:Connect(function()
AttackModule.Cast(player, mouse.Hit.Position)
end)
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