How to add particle to my blaster?

I got my blasters and my particle ready but i don’t know how to make the particle come out when my gaster blaster shoots. particle this is just a model to show what I want it to do. but I don’t know how to make or reference an id in Roblox studio.
eees
and after I made this, I don’t really know what to do after I made it.
the only thing I think I need to know is how to reference an id but still I cant script.

if there is something you dont get please tell me.

What do you mean by “reference an id” ? You mean like an image id?

a particle id. so it can do a specific particle.

Can you elaborate a bit further? And also, can you show us the full script so we can actually tell you what part to put it in?

ParticleEmitter - Roblox this is the particle i want.

this is the script.

while true do
local p = Instance.new(“Part”, script.Parent)
p.Name = “ChargingAura”
p.Anchored = true
p.CFrame = script.Parent.BeamCharging.CFrame
p.Shape = Enum.PartType.Ball
p.Size = Vector3.new(script.Parent.BeamCharging.Size.X * 2.5, script.Parent.BeamCharging.Size.X * 2.5, script.Parent.BeamCharging.Size.X * 2.5)
p.Material = Enum.Material.Neon
p.Transparency = 1
p.CanCollide = false
script.Parent.Beamer.Charge:Play()
for i = 1,20 do
p.Size = p.Size - Vector3.new(script.Parent.BeamCharging.Size.X * 0.075, script.Parent.BeamCharging.Size.X * 0.075, script.Parent.BeamCharging.Size.X * 0.075)
p.Transparency = p.Transparency - 0.0375
script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(2.25), math.rad(0), math.rad(0))
wait(0.025)
end
game.Debris:AddItem(p, 0.5)
wait(0.5)
local c = Instance.new(“Part”, script.Parent)
local e = Instance.new (“SpecialMesh”)
local s = Instance.new(“ParticleEmitter”)
s.Parent = c
s.Rate = 0
e.MeshType = Enum.MeshType.Sphere
e.Parent = c
c.Name = “GasterBeam”
c.Color = BrickColor.new(“Gold”).Color
c.Anchored = true
c.Shape = Enum.PartType.Cylinder
c.Size = Vector3.new(0, script.Parent.BeamCharging.Size.Y * 7, script.Parent.BeamCharging.Size.Z * 7)
c.Material = Enum.Material.Neon
c.Transparency = 0
c.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild(“Humanoid”) then
hit.Parent:FindFirstChild(“Humanoid”):TakeDamage(script.Parent.Damage.Value)
end
end)
script.Parent[“Right Eye”].Transparency = 1
script.Parent.Beamer.Shoot:Play()
s.Rate = 100
for i = 1,10 do
c.Size = c.Size + Vector3.new(script.Parent.BeamCharging.Size.X * 10, script.Parent.BeamCharging.Size.Y / 10, script.Parent.BeamCharging.Size.Z / 10)
c.Transparency = c.Transparency + 0.025
c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
c.CanCollide = false
wait(0.00001)

end
for i = 1 , 2 do
	for i = 1,10 do
		c.Size = c.Size - Vector3.new(-(script.Parent.BeamCharging.Size.X * 2), script.Parent.BeamCharging.Size.Y / 20, script.Parent.BeamCharging.Size.Z / 20)
		c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
		c.Transparency = c.Transparency - 0.025
		wait(0.025)

	end
	for i = 1,10 do
		c.Size = c.Size + Vector3.new(script.Parent.BeamCharging.Size.X * 2, script.Parent.BeamCharging.Size.Y / 10, script.Parent.BeamCharging.Size.Z / 10)
		c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
		c.Transparency = c.Transparency + 0.025
		wait(0.00001)

	end
	wait()
end
for i = 1,10 do
	c.Size = c.Size - Vector3.new(-(script.Parent.BeamCharging.Size.X * 2), script.Parent.BeamCharging.Size.Y / 4, script.Parent.BeamCharging.Size.Z / 4)
	c.CFrame = script.Parent.BeamCharging.CFrame + script.Parent.BeamCharging.CFrame.RightVector * ((c.Size.X / 2) + (script.Parent.BeamCharging.Size.X * 1.5))
	c.Transparency = c.Transparency - 0.025
	wait(0.00001)
    s.Rate = 0
end

game.Debris:AddItem(c, 0)
script.Parent["Right Eye"].Transparency = 0
for i = 1,20 do
	script.Parent.Jaws.CFrame = script.Parent.Jaws.CFrame * CFrame.Angles(math.rad(-2.25), math.rad(0), math.rad(0))
	wait(0.00001)
end
script.Parent.Beamer.Bling:Play()
wait(0.5)

end

1 Like

Why did you put 0? Maybe try to make it .5 or 1

1 Like

let me see. if it works. i dont know what else i am suppose to do.

1 Like

it didn’t work hugecoolboy. maybei should do something else.

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I just noticed that the catalog item is a Model. To set the texture, the id has to be from a decal, not a model. Upload the texture to the library as a decal and copy the id from the url.

For example, this leads to an image. So if you do:

ParticleEmmiter.Texture = "rbxassetid://265790768" 

(image )
The texture will become the image.


1 Like

i dont even know ow to make it into texture

Click on the “Create” or “Develop” page on the website:

image


Then on the left side, you’ll see “My Creations.” Click on “Decal.”

image


Then upload the image (it’ll take sometime because it has to go through moderation):

image


After that, click on the asset that was created (this was an asset I made a while back):

image


And copy the id from the url.

this is the texture id rbxasset://textures/particles/smoke_main.dds in the roblox studio

That’s the default texture for particles emitters

ik. but it just has color sequence.

Ok, copy the color sequence and particle id into your script

i don’t know how. you know what i will just stop.

Click on the ParticleEmitter and go to the Texture property and copy it.
image


Then in your script set your ParticleEmitter to the texture:

s.Texture = "texture you copied"

Go back to the ParticleEmitter and go to the Color property (first press the color image) and click on ....
image


You’ll see this menu pop up:

image


Click on the Keyframes and click on the color near the bottom and you’ll see this:

image


Copy down the Red Green and Blue properties.


Go back to your script a create a table for the ColorSequence.

s.Color = ColorSequence.new {}

Create a ColorSequenceKeypoint in the table.

And it’s parameters are:
ColorSequenceKeypoint.new(int time, color Color3)

The time is where the color appears in the ColorSequence:
image

The color is the Color3 to apply.

The red, green, and blue numbers that were copied down (or memorized) earlier is where you place them: Color3.fromRGB(40, 67, 123) (example).


-- example finished
s.Color = ColorSequence.new {
  ColorSequenceKeypoint.new(0, Color3.fromRGB(255, 0, 0),
  ColorSequenceKeypoint.new(1, Color3.fromRGB(255, 255, 255)
}

Do this process repeatedly until you have all the colors.

https://developer.roblox.com/en-us/api-reference/datatype/ColorSequence