I’m trying to convert a Warbound grenade into a smoke grenade. I changed the “Explosion” values into “Smoke”, and the grenade spits out smoke, but I want to make it thicker and bigger. One line of code says L_61_.BlastRadius = L_11_.ExplosionDistance, so I opened up the ServerConfig and changed the ExplosionDistance into 1000000, but that didn’t do much. Help?
ServerConfig:
local Tool = script.Parent.Parent.Parent
local Settings = {
–// Positioning
RightArmPos = CFrame.new(-1, 0.800000012, -1.20000005, 0.99999994, 0, 0, 0, -4.37113883e-08, 1, 0, -1, -4.37113883e-08);
LeftArmPos = CFrame.new(0.410783738, 0.358896852, -1.54246891, 0.759996355, -0.406412303, 0.507183015, -0.609066129, -0.17302759, 0.774015427, -0.22681272, -0.897156894, -0.379032284);
weapPos = CFrame.new(-1.02364862, -0.268805981, 0.345956326, -2.2450952e-07, -0.99999994, -1.19248806e-08, 0, 1.19248798e-08, -0.99999994, 0.99999994, -2.2450952e-07, -2.5873714e-15);
–// Nade Properties
CookTime = 5;
ThrowSpeed = 100;
–// Explosion Properties
ExplosionDistance = 10000000;
ExplosionType = Enum.ExplosionType.NoCraters;
ExplosionJointDestroyDist = 0; – Only use this if you’re sure you want to break joins. Behind behind walls won’t do anything is you use this
KillRadius = 50; – Use this for conventional use. If you use this, it will use added realism. Won’t damage if you’re behind a wall
}
return Settings
programServer:
–// Variables
local L_1_ = script.Parent
local L_2_ = L_1_.Parent.Parent
local L_3_ = L_2_.Character
–// Declarables
local L_4_ = L_1_:WaitForChild(‘Resource’)
local L_5_ = L_4_:WaitForChild(‘FX’)
local L_6_ = L_4_:WaitForChild(‘Events’)
local L_7_ = L_4_:WaitForChild(‘HUD’)
local L_8_ = L_4_:WaitForChild(‘Modules’)
local L_9_ = L_4_:WaitForChild(‘Vars’)
local L_10_ = L_4_:WaitForChild(‘SettingsModule’)
local L_11_ = require(L_10_:WaitForChild(‘ServerConfig’))
local L_12_
local L_13_ = L_1_:WaitForChild(‘Grip’)
local L_14_
local L_15_
local L_16_
local L_17_
local L_18_
local L_19_
local L_20_
local L_21_
local L_22_
local L_23_
local L_24_
local L_25_ = {}
–// Events
local L_26_ = L_6_:WaitForChild(‘EquipEvent’)
local L_27_ = L_6_:WaitForChild(‘ThrowEvent’)
local L_28_ = L_6_:WaitForChild(‘ReadyThrowEvent’)
–// Functions
function Weld(L_29_arg1, L_30_arg2, L_31_arg3)
local L_32_ = Instance.new(“Motor6D”, L_29_arg1)
L_32_.Part0 = L_29_arg1
L_32_.Part1 = L_30_arg2
L_32_.Name = L_29_arg1.Name
L_32_.C0 = L_31_arg3 or L_29_arg1.CFrame:inverse() * L_30_arg2.CFrame
return L_32_
end
function CheckForHumanoid(L_33_arg1)
local L_34_
local L_35_
if (L_33_arg1.Parent:FindFirstChild(“Humanoid”) or L_33_arg1.Parent.Parent:FindFirstChild(“Humanoid”)) then
L_34_ = true
if L_33_arg1.Parent:FindFirstChild(‘Humanoid’) then
L_35_ = L_33_arg1.Parent.Humanoid
elseif L_33_arg1.Parent.Parent:FindFirstChild(‘Humanoid’) then
L_35_ = L_33_arg1.Parent.Parent.Humanoid
end
else
L_34_ = false
end
return L_34_, L_35_
end
–// Connections
L_1_.Equipped:connect(function()
local L_36_ = L_3_:FindFirstChild(‘Torso’)
local L_37_ = L_3_:FindFirstChild(‘Head’)
local L_38_ = L_3_:FindFirstChild(‘HumanoidRootPart’)
L_14_ = Instance.new("Motor6D", L_36_)
L_14_.Parent = L_36_
L_14_.Name = "Clone"
L_14_.Part0 = L_38_
L_14_.Part1 = L_37_
L_14_.C0 = L_36_:WaitForChild("Neck").C0
L_14_.C1 = L_36_:WaitForChild("Neck").C1
– Make the AnimBase
L_15_ = Instance.new(“Part”, L_3_)
L_15_.FormFactor = “Custom”
L_15_.CanCollide = false
L_15_.Transparency = 1
L_15_.Anchored = false
L_15_.Name = “AnimBase”
L_16_ = Instance.new("Motor6D")
L_16_.Part0 = L_15_
L_16_.Part1 = L_37_
L_16_.Parent = L_15_
L_16_.Name = "AnimBaseW"
--AnimBaseW.C1 = gunSettings.StartPose
L_12_ = Instance.new("Motor6D")
L_12_.Part0 = L_3_['Right Arm']
L_12_.Part1 = L_1_:FindFirstChild('Grip')
L_12_.Parent = L_3_['Right Arm']
L_12_.C1 = L_11_.weapPos
L_12_.Name = "Grip"
for L_39_forvar1, L_40_forvar2 in pairs(L_1_:GetChildren()) do
if L_40_forvar2:IsA("Part") or L_40_forvar2:IsA("MeshPart") or L_40_forvar2:IsA("UnionOperation") then
L_40_forvar2.Anchored = true
if L_40_forvar2.Name ~= "Grip" then
Weld(L_40_forvar2, L_1_:WaitForChild("Grip"))
end;
end;
end
for L_41_forvar1, L_42_forvar2 in pairs(L_1_:GetChildren()) do
if L_42_forvar2:IsA("Part") or L_42_forvar2:IsA("MeshPart") or L_42_forvar2:IsA("UnionOperation") then
L_42_forvar2.Anchored = false
end
end
L_17_ = L_3_['Right Arm']
L_18_ = L_3_['Left Arm']
L_21_ = L_3_.Torso:WaitForChild("Right Shoulder")
L_22_ = L_3_.Torso:WaitForChild("Left Shoulder")
L_19_ = Instance.new("Motor6D")
L_19_.Name = "RAW"
L_19_.Part0 = L_15_
L_19_.Part1 = L_17_
L_19_.Parent = L_15_
L_19_.C1 = L_11_.RightArmPos
L_3_.Torso:WaitForChild("Right Shoulder").Part1 = nil
L_20_ = Instance.new("Motor6D")
L_20_.Name = "LAW"
L_20_.Part0 = L_15_
L_20_.Part1 = L_18_
L_20_.Parent = L_15_
L_20_.C1 = L_11_.LeftArmPos
L_3_.Torso:WaitForChild("Left Shoulder").Part1 = nil
if holstModel then
holstModel:Destroy()
end
L_26_:FireClient(L_2_, true, L_12_, L_15_, L_16_, L_19_, L_20_, L_14_)
end)
L_1_.Unequipped:connect(function()
local L_43_ = L_3_:FindFirstChild(‘Torso’)
local L_44_ = L_3_:FindFirstChild(‘Head’)
holstModel = Instance.new(‘Model’, L_3_)
holstModel.Name = “HolsterModel”
for L_45_forvar1, L_46_forvar2 in pairs(L_1_:GetChildren()) do
for L_47_forvar1, L_48_forvar2 in pairs(L_46_forvar2:GetChildren()) do
if L_48_forvar2.ClassName == "Motor6D" then
L_48_forvar2:Destroy()
end
end
end
for L_49_forvar1, L_50_forvar2 in pairs(L_1_:GetChildren()) do
if L_50_forvar2:IsA("Part") or L_50_forvar2:IsA("MeshPart") or L_50_forvar2:IsA("UnionOperation") then
L_50_forvar2.Anchored = true
end
end
if L_3_.Humanoid and L_3_.Humanoid.Health > 0 then
L_3_.HumanoidRootPart.RootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
L_43_['Right Hip'].C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0)
L_43_['Left Hip'].C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
L_14_.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0)
end
L_43_:WaitForChild("Neck").Part1 = L_44_
L_43_:WaitForChild("Neck").C1 = L_43_:WaitForChild("Neck").C1
L_43_:WaitForChild("Neck").C0 = L_43_:WaitForChild("Neck").C0
L_15_:Destroy()
L_14_:Destroy()
L_21_.Part1 = L_17_
L_22_.Part1 = L_18_
L_26_:FireClient(L_2_, false)
if L_11_.HolsteringEnabled then
for L_52_forvar1, L_53_forvar2 in pairs(L_1_:GetChildren()) do
if L_53_forvar2:IsA("Part") or L_53_forvar2:IsA("MeshPart") or L_53_forvar2:IsA("UnionOperation") then
L_53_forvar2.Anchored = true
local L_54_ = L_53_forvar2:clone()
L_54_.Parent = holstModel
end
end;
for L_55_forvar1, L_56_forvar2 in pairs(holstModel:GetChildren()) do
Weld(L_56_forvar2, holstModel:WaitForChild("Grip"))
end
local L_51_ = Weld(holstModel:WaitForChild("Grip"), L_3_:WaitForChild('Torso'))
L_51_.Name = "TWeld"
L_51_.C1 = L_11_.HolsterPos
for L_57_forvar1, L_58_forvar2 in pairs(holstModel:GetChildren()) do
L_58_forvar2.Anchored = false
end
end
end)
L_3_.Humanoid.Died:connect(function()
L_26_:FireClient(L_2_, false)
end)
L_28_.OnServerEvent:connect(function(L_59_arg1)
L_23_ = L_1_:WaitForChild(‘Grip’):clone()
L_23_.Parent = workspace
L_23_.Name = ‘Nade’
table.insert(L_25_, L_23_)
L_24_ = Instance.new(‘WeldConstraint’, L_23_)
L_24_.Part1 = L_23_
L_24_.Part0 = L_1_:WaitForChild(‘Grip’)
for L_60_forvar1 = 1, L_11_.CookTime, 1 do
wait(1)
if L_60_forvar1 == L_11_.CookTime then
for L_63_forvar1, L_64_forvar2 in pairs(game.Players:GetChildren()) do
if L_64_forvar2 and L_64_forvar2.Character then
if (L_64_forvar2.Character.Torso.Position - L_23_.Position).magnitude <= L_11_.KillRadius then
local L_65_, L_66_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_23_.Position, (L_64_forvar2.Character.Torso.Position - L_23_.Position)), L_25_)
if L_65_ then
local L_67_, L_68_ = CheckForHumanoid(L_65_)
if L_67_ then
L_68_:TakeDamage(0)
end
table.insert(L_25_, L_64_forvar2.Character)
end
end
end
end
local L_61_ = Instance.new('Smoke', L_23_)
L_61_.Position = L_23_.Position
L_61_.BlastRadius = L_11_.SmokeDistance
L_61_.DestroyJointRadiusPercent = L_11_.SmokeJointDestroyDist
L_61_.SmokeType = L_11_.SmokeType
local L_62_ = Instance.new('Sound', L_23_)
L_62_.SoundId = "rbxassetid://906024504"
L_62_.Volume = 10
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
end)
L_27_.OnServerEvent:connect(function(L_71_arg1, L_72_arg2)
L_24_:Destroy()
L_23_.CanCollide = true
L_23_.Velocity = L_72_arg2 * L_11_.ThrowSpeed
end)