How to make this smoke bigger and thicker?

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)

Whoever wrote this code should be ashamed of themselves for making it this unreadable

6 Likes

How are we supposed to help debugging this :confused:

4 Likes

I wonder why L_5_ isn’t even utilized. Perhaps that’s where the smoke is at? At least the particle emitter.

That’s all I can point out at this point.

why are the variables even like this though…?
1 Like

I’m pretty convinced this is (at least partially) decompiled code, ASIDE the occasional comments and incredibly rare proper variable names. I could be wrong, though

I believe so. From my experience, this plugin is what resulted the L_[num]_ variables in the first place, which aid in an attempt to decompile code.

But I’m still clueless to whether or not OP knows about the “FX” folder or if he is the original author of the script he provided

1 Like