How to make a particle emitter follow player?

This is for a simple desert environment game. Maybe you’ve seen in places that dust will float about the map to add that cool ambient effect? The problem I have is my map is extremely large, so I can’t just blanket the entire desert with one big particle emitter, as that would cause unspeakable lag.
I need to have a part that will latch onto the player when they spawn and be beside them wherever they go. I have no clue where to start and am not an able scripter… help me understand what to do?

You can try doing something like PlayerAdded & CharacterAdded on the server:

local Players = game:GetService("Players")
local Particles = script.ParticleEmitter -- replace this with your particleemitter path

Players.PlayerAdded:Connect(function(Player) -- whenever a player is added to the server, the function is called
        Player.CharacterAdded:Connect(function(Character) -- whenever this player has a character added this function is called
                -- get the players humanoidrootpart as a variable for easy use
                local Root = Character:WaitForChild("HumanoidRootPart")
                -- clone the particles object and put the clone inside the rootpart
                Particles:Clone().Parent = Root
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I think I need more information than the script itself; is there a proper place to put it?
I’ve rearranged it in many places but nothing is actually making your script happen.

It would be a ServerScript and in ServerScriptService. The particle effect (singular) would need to be inside of the script. Not part, particle effect.


This fixed it, thanks! Still some work to do with the emitter itself, I can handle from here.

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