How would i go and replicate this?

what i want to achieve is making it work the same

i found a free model lightsaberscript wich does exactly what i want to achieve
here is a video of it and i will show its code too:

here is my lightsaber:

i want it to create thes parts on the wall…

here is the script from the free model tool:


local debris = game:GetService("Debris")
local tweenservice = game:GetService("TweenService")

local lightsaber = script.Parent.Parent
local tool = script:FindFirstAncestorOfClass("Tool")
local code = script.Parent

local input = code.InputEvent
local ext = code.External

local animations = lightsaber.Animations
local hitboxes = lightsaber.Hitboxes
local audio = lightsaber.Audio
local assigned = lightsaber.AssignedCharacter
local grip = lightsaber.Grip

local keys = {
	--equip = {key = Enum.KeyCode.Q, name = "equip"},
	flourish = {key = Enum.KeyCode.F, name = "flourish"},
	target = {key = Enum.KeyCode.Z, name = "target"},
	enable = {key = Enum.KeyCode.Q, name = "enable"},
	attack = {key = Enum.UserInputType.MouseButton1, name = "attack"},
	block = {key = Enum.UserInputType.MouseButton2, name = "block"},
	
	g = {key = Enum.KeyCode.G, name = "green"},
	b = {key = Enum.KeyCode.B, name = "blue"},
	c = {key = Enum.KeyCode.C, name = "cyan"},
	v = {key = Enum.KeyCode.V, name = "veridian"},
	o = {key = Enum.KeyCode.T, name = "orange"},
	y = {key = Enum.KeyCode.Y, name = "yellow"},
	x = {key = Enum.KeyCode.X, name = "white"},
	r = {key = Enum.KeyCode.R, name = "red"},
	p = {key = Enum.KeyCode.P, name = "purple"},
	m = {key = Enum.KeyCode.M, name = "magenta"},
	
}

local setting = {
	damage = {min = 10, max = 17.5},
	
}

local runtime = {
	blocking = false,
	attacking = false,
	parrying = false,
	equipped = false,
	stunned = false,
	enabled = false,
	lastAction = tick(),
	acting = false,
	target = nil,
	stamina = 100,
	dead = false,
	
}

local predefined = {
	stamina = 9999999999999,
	parryWindow = 0.15,
	actionInterval = 0.05,
	stunTime = 2,
	stamDrainRate = .01,
	parryDrain = 25,
	attackDrain = 10,
	meltDuration = 2,
	minLockDist = 20,
	
}

local playing = {
	block = nil,
	attack = nil,
	}

function getKey(mouse, keyboard)
	for i, v in pairs(keys) do
		if v.key == mouse or v.key == keyboard then
			return v.name
		end
	end
end

function changeColor(newColor, list, specificHitbox)
	if not newColor or typeof(newColor) ~= "Color3" then newColor = Color3.new(1,1,1) end
	
	
	
	function doColor(v)
		if v:IsA("BasePart") then
			local colorParts = v:FindFirstChild("ColorParts")
			if colorParts then
				for i, v in pairs(colorParts:GetDescendants()) do
					if v:IsA("BasePart") then
						v.Color = newColor
					end
				end
			end
			
			for o, b in pairs(v:GetChildren()) do
				
				local colorList = nil
				if list then
					colorList = {}
					for k, j in pairs(list) do
						colorList[k] = j
					end
				end
				
				if b:IsA("PointLight") then
					b.Color = newColor
				elseif b.Name == "Outer" then
					if colorList then
						
						for p = 1, #colorList-1 do
							
							local temp = colorList[p+1]
							colorList[p+1] = colorList[p]
							colorList[p] = temp
							
						end
						
						--print("")
						
						colorList[1] = newColor
						
						for p = 1, #colorList do
							
							local calc = p / #colorList
							if p == 1 then
								calc = 0
							end
							
							local temp = colorList[p]
							
							colorList[p] = ColorSequenceKeypoint.new(calc, typeof(temp) == "Color3" and temp or Color3.new(1,1,1))
							
						end
					end
					if colorList then
						b.Color = ColorSequence.new(colorList)
					else
						b.Color = ColorSequence.new(newColor)
					end
				end
				
			end
		end
	end
	
	if specificHitbox then
		doColor(specificHitbox)
		return
	end
	
	for i, v in pairs(hitboxes:GetChildren()) do
		doColor(v)
	end
	
end

mainLoop = coroutine.wrap(function()
	local w = wait()
	
	local stamUI = script.StaminaUI:Clone()
	
	while(wait(0.01)) do
		if not runtime.dead then
			
			local hum = assigned.Value and assigned.Value:FindFirstChildOfClass("Humanoid")
			if hum then
				if hum.Health <= 0 then
					runtime.dead = true
				end
			end
			
			if assigned.Value and runtime.equipped then
				
				local plr = game.Players:GetPlayerFromCharacter(assigned.Value)
				stamUI.Parent = plr and plr.PlayerGui or nil
				stamUI.Main.Bar.Size = UDim2.new(runtime.stamina / predefined.stamina,0,1,0)
				
			else
				stamUI.Parent = nil
			end
			
			if runtime.blocking then
				if runtime.stamina > 0 then
					runtime.stamina = runtime.stamina - (predefined.stamDrainRate/1.5)
				else
					runtime.stamina = 0
					endblock()
				end
			else
				if runtime.stamina < predefined.stamina then
					runtime.stamina = runtime.stamina + ((predefined.stamDrainRate/3))
				else
					runtime.stamina = predefined.stamina
				end
			end
			
			local hum = assigned.Value and assigned.Value:FindFirstChildOfClass("Humanoid") or nil
			
			if runtime.target and runtime.equipped and runtime.enabled and runtime.target.Parent and runtime.target.Parent:FindFirstChildOfClass("Humanoid") and runtime.target.Parent:FindFirstChildOfClass("Humanoid").Health > 0 then
				if assigned.Value then
					
					if hum then
						hum.AutoRotate = false
						
						local root = assigned.Value:FindFirstChild("HumanoidRootPart")
						
						if root then
							local dista = dist(root.Position, runtime.target.Position)
							if dista > predefined.minLockDist then
								runtime.target = nil
								if hum then
									hum.AutoRotate = true
								end
							end
							
							if runtime.target then
								input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "target", runtime.target)
								--root.CFrame = CFrame.new(root.Position, Vector3.new(runtime.target.Position.X, root.Position.Y, runtime.target.Position.Z))
							end
						end
					end
					
				end
			else
				runtime.target = nil
				if hum then
					hum.AutoRotate = true
				end
				
				if runtime.equipped and assigned.Value then input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "target", nil) end
			end
			
			--print(runtime.stamina)
		else
			--print(assigned.Value)
			input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "target", nil)
			stamUI.Parent = nil
		end
	end
end)

function thingy(v, ignore, points, render)
	
	local returnpart = nil
	
	if (runtime.acting or runtime.blocking or runtime.parrying) and runtime.enabled and runtime.equipped and not runtime.dead then--and runtime.acting then
		local top = v:FindFirstChild("Top")
		local bottom = v:FindFirstChild("Bottom")
		local sparks = v:FindFirstChild("Sparks")
		if top and bottom then
			local lookcf = CFrame.new(bottom.WorldPosition, top.WorldPosition)
			local ray = Ray.new(lookcf.Position, lookcf.LookVector * top.Position.y*2)
			local hit, pos = workspace:FindPartOnRayWithIgnoreList(ray, ignore)
			
			if hit then
				
				--print(tostring(hit))
				
				if hit:IsA("BasePart") then
					returnpart = hit
				end
				
				if not render then return returnpart end
				
				table.insert(points, #points+1, pos)
				if #points > 1 then
					
					if sparks then
						local weld = sparks:FindFirstChildOfClass("Weld")
						if weld then
							weld.C0 = CFrame.new(v.Position - pos)
						end
						for i, v in pairs(sparks:GetChildren()) do
							if v:IsA("ParticleEmitter") then
								v:Emit(math.random(10))
							end
						end
					end
					
					playAudio(audio.Melt)
					
					--input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "shake", nil)
					
					for i=1,#points-1 do
						local p = points[i]
						local n = points[i+1]
						
						if p and n then
							
							local part = Instance.new("Part")
							part.Anchored = true
							part.Color = Color3.fromRGB(255,125,25)
							
							part.CFrame = CFrame.new((p+n)/2, n)
							
							part.Name = "LaserSwordBurn"
							part.CanCollide = false
							
							local dist = math.sqrt(math.pow(p.x - n.x,2) + math.pow(p.y - n.y,2) + math.pow(p.z - n.z,2))
							
							part.Size = Vector3.new(0.15,0.15,dist)
							
							part.Material = Enum.Material.Neon
							part.Shape = Enum.PartType.Block
							
							local light = Instance.new("PointLight", part)
							light.Brightness = 25
							light.Color = Color3.fromRGB(255,125,25)
							light.Range = 8
							light.Shadows = true
							
							local goal = {Color = Color3.fromRGB(65,25,0)}
							local lgoal = {Color = Color3.fromRGB(65,25,0), Brightness = 4, Range = 4}
							
							local ti = TweenInfo.new(predefined.meltDuration)
							local tween = tweenservice:Create(part, ti, goal):Play()
							local tween = tweenservice:Create(light, ti, lgoal):Play()
							debris:AddItem(part, ti.Time)
							
							table.remove(points, i)
							
							table.insert(ignore, #ignore+1, part)
							part.Parent = workspace
							
						else -- i or i+1 is nil.
							
						end
					end
				else -- #points <= 0
					
				end
				
			end
		end
	end
	
	return returnpart
end

function find(list, item)
	for i, v in pairs(list) do
		if v == item then
			return v, i
		end
	end
	return nil
end

function dist(a, b)
	if typeof(a) == "Vector3" and typeof(b) == "Vector3" then
		return math.sqrt(math.pow(a.x - b.x, 2) + math.pow(a.y - b.y, 2) + math.pow(a.z - b.z, 2))
	end
end

visuals = coroutine.wrap(function()
	local ignore = {}
	local points = {}
	
	function getPoints(hitbox)
		for i, v in pairs(points) do
			if v.Hitbox == hitbox then
				return v.List
			end
		end
		table.insert(points, #points+1, {Hitbox = hitbox, List = {}})
		wait()
		return getPoints(hitbox)
	end
	
	local toremove = {}
			
	for i, v in pairs(lightsaber:GetDescendants()) do
		if v:IsA("BasePart") then
			table.insert(ignore, #ignore+1, v)
		end
	end
	
	if tool then
		for i, v in pairs(tool:GetDescendants()) do
			if v:IsA("BasePart") then
				table.insert(ignore, #ignore+1, v)
			end
		end
	end
	
	for i, v in pairs(workspace:GetDescendants()) do
		if v:IsA("BasePart") then
			if v.Parent:FindFirstChildOfClass("Humanoid") or not v.CanCollide or v.Transparency >= 1 then
				table.insert(ignore, #ignore+1, v)
			end
		end
	end
	
	workspace.ChildAdded:Connect(function(child)
		if child:IsA("BasePart") then
			if child.Parent:FindFirstChildOfClass("Humanoid") or not child.CanCollide or child.Transparency >= 1 or child.Name == "LaserSwordBurn" then
				table.insert(ignore, #ignore+1, child)
			end
		end
		
		for i, v in pairs(child:GetDescendants()) do
			if v:IsA("BasePart") then
				if v.Parent:FindFirstChildOfClass("Humanoid") or not v.CanCollide or v.Transparency >= 1 then
					table.insert(ignore, #ignore+1, v)
				end
			end
		end
	end)
	
	local lastHitTime = tick()
	local lasthit = nil
	
	for i, v in pairs(hitboxes:GetChildren()) do
		lastHitTime = tick()
		if v:IsA("BasePart") then
			v.Touched:Connect(function(hit)
				
				lasthit = hit
				--table.insert(toremove, #toremove+1, hit)
				
				local found = find(ignore, hit)
				if not found then
					--print(hit.Name)
					
					local connection = nil
					
					connection = v.TouchEnded:Connect(function(endhit)
						local ofound = find(ignore, endhit)
						
						if not found and not ofound then
							local newfound, pos = find(toremove, endhit)
							
							if newfound and newfound == hit then
								local points = getPoints(v)
								table.remove(toremove, pos)
								table.remove(points, 1)
								connection:Disconnect()
								lasthit = nil
							else
								table.insert(toremove, #toremove+1, endhit)
								local points = getPoints(v)
								thingy(v, ignore, points, true)
							end
						end
					end)
					
					if hit:IsA("BasePart") then
						lasthit = hit
					end
					
					local points = getPoints(v)
					thingy(v, ignore, points, true)
				end
				
				
			end)
		end
	end
	
	while(wait()) do
		
		if not runtime.dead then
			
			for i, v in pairs(hitboxes:GetChildren()) do
				
	--			if tick() - lastHitTime >= 0.15 and #points > 0 then
	--				lastHitTime = tick()
	--				table.remove(points, 1)
	--			end
				
				if v:IsA("BasePart") then
					local points = getPoints(v)
					local hit = thingy(v, ignore, points, false)
					if hit then
						local newfound, pos = find(toremove, hit)
								
						if newfound and newfound ~= lasthit then
							table.remove(toremove, pos)
							table.remove(points, 1)
							thingy(v, ignore, points, true)
						else
							table.insert(toremove, #toremove+1, hit)
						end
						lasthit = hit
					end
					
					local hit = thingy(v, ignore, points, true)
				end
			end
		
		end
		
	end
	
end)

function enableVisuals(bool)
	
	for i, v in pairs(hitboxes:GetChildren()) do
		
		for o, obj in pairs(v:GetChildren()) do
			if obj:IsA("ParticleEmitter") or obj:IsA("Trail") or obj:IsA("Beam") or obj:IsA("PointLight") then
				obj.Enabled = bool
			end
		end
		
	end
end

local loaded = {}

function load(humanoid, animation)
	local list = nil
	for i, v in pairs(loaded) do
		if v.hum == humanoid then
			list = v
			for i, v in pairs(v.anims) do
				if v.Name == animation.Name then
					return v
				end
			end
			
		end
	end
	if not list then
		table.insert(loaded, #loaded+1, {hum = humanoid, anims = {}})
	elseif list then
		table.insert(list.anims, #list.anims+1, humanoid:LoadAnimation(animation))
	end
	return load(humanoid, animation)
end

function playAnimation(folder)
	if assigned.Value then
		local chr = assigned.Value
		local hum = chr:FindFirstChildOfClass("Humanoid")
		
		if hum then
			local list = folder:GetChildren()
			if #list > 0 then
				local randomAnim = list[math.random(1, #list)]
				local anim = load(hum, randomAnim)
				anim:Play()
				return anim.Length, randomAnim
			end
		end
	end
end

function stopAnimation(folder)
	local chr = assigned.Value
	if chr then
		local hum = chr:FindFirstChildOfClass("Humanoid")
		if hum then
			for i, v in pairs(folder:GetDescendants()) do
				for o, b in pairs(hum:GetPlayingAnimationTracks()) do
					if v.Name == b.Name then
						b:Stop()
					end
				end
			end
		end
	end
end

function stopAnimByName(name)
	local chr = assigned.Value
	if chr then
		local hum = chr:FindFirstChildOfClass("Humanoid")
		if hum then
			for o, b in pairs(hum:GetPlayingAnimationTracks()) do
				if name == b.Name then
					b:Stop()
				end
			end
		end
	end
end

function playAudio(folder)
	local list = folder:GetChildren()
	if #list > 0 then
		local ran = list[math.random(1,#list)]
		if ran:IsA("Sound") then
			local rran = ran:Clone()
			rran.Parent = grip
			rran:Play()
			
			if not ran.Looped then
				debris:AddItem(rran, rran.TimeLength)
			end
		end
	end
end

function playAllAudio(folder)
	local list = folder:GetChildren()
	if #list > 0 then
		for i, ran in pairs(list) do
			
			if ran:IsA("Sound") then
				local rran = ran:Clone()
				rran.Parent = grip
				rran:Play()
				
				if not ran.Looped then
					debris:AddItem(rran, rran.TimeLength)
				end
			end
			
		end
	end
end

function stopAudio(folder)
	for i, v in pairs(folder:GetDescendants()) do
		if v:IsA("Sound") then
			local gripped = grip:FindFirstChild(v.Name)
			--print(gripped)
			if gripped then
				gripped:Stop()
				gripped:Destroy()
			end
		end
	end
end


function external(lightsaberObj, list, hit, otherext)
	if lightsaberObj ~= lightsaber then -- this is the blade you hit receiving your input
		----print("sent")
		local isHit = hit:FindFirstChild("DidHit")
		if isHit then
			isHit.Value = true
		end
		
		otherext:Invoke(lightsaberObj, {runtime = runtime, character = assigned.value}, hit)
	else -- this is when you receive input from the blade you hit
		local sparks = hit:FindFirstChild("Sparks")
		if list.runtime.parrying then
			playAudio(audio.Hit)
			stun()
			if sparks then
				local weld = sparks:FindFirstChildOfClass("Weld")
				if weld then
					weld.C0 = CFrame.new()
				end
				for i, v in pairs(sparks:GetChildren()) do
					if v:IsA("ParticleEmitter") then
						v:Emit(math.random(125))
					end
				end
			end
		elseif list.runtime.blocking then
			if assigned.Value then input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "shake", nil) end
			playAudio(audio.Hit)
			if sparks then
				local weld = sparks:FindFirstChildOfClass("Weld")
				if weld then
					weld.C0 = CFrame.new()
				end
				for i, v in pairs(sparks:GetChildren()) do
					if v:IsA("ParticleEmitter") then
						v:Emit(math.random(125))
					end
				end
			end
		else
			if list.character then
				local hum = list.character:FindFirstChildOfClass("Humanoid")
				if hum then
					playAudio(audio.Hit)
					hum:TakeDamage(math.random(setting.damage.min, setting.damage.max))
				end
			end
		end
		----print("returned")
	end
end
ext.OnInvoke = external

for i, v in pairs(hitboxes:GetChildren()) do
	if v:IsA("BasePart") then
		local isHit = Instance.new("BoolValue")
		isHit.Name = "DidHit"
		isHit.Parent = v
		
		v.Touched:Connect(function(hit)
			if runtime.equipped and runtime.enabled and runtime.attacking then
				if not isHit.Value then
					
					local chr = hit.Parent
					local hum = chr:FindFirstChildOfClass("Humanoid")
					if hum and chr ~= workspace then
						
						local ls = chr:FindFirstChildOfClass("Tool")
						
						if ls then ls = ls:FindFirstChild("Lightsaber") end
						
						if ls then
							local c = ls.Code
							local exte = c.External
							
							exte:Invoke(lightsaber, {runtime = runtime}, v, ext)
						else
							
							local client = nil
							
							if assigned and assigned.Value then
								client = game.Players:GetPlayerFromCharacter(assigned.Value)
							end
							
							playAudio(audio.Hit)
							hum:TakeDamage(math.random(setting.damage.min, setting.damage.max))
							isHit.Value = true
							
							if client then
								
								local lastDamaged = hum:FindFirstChild("LastDamagedBy")
								if not lastDamaged then
									lastDamaged = Instance.new("ObjectValue")
									lastDamaged.Name = "LastDamagedBy"
									lastDamaged.Parent = hum
								end
								
								lastDamaged.Value = client
								
							end
							
						end
						
					end
				
				end
			end
		end)
	end
end

function enable(t)
	playAllAudio(audio.Enable)
	playAnimation(animations.Stances)
	playAnimation(animations.Enable)
	for i, v in pairs(hitboxes:GetChildren()) do
		local top = v:FindFirstChild("Top")
		if top and top:IsA("Attachment") then
			local goal = {Position = Vector3.new(0, v.Size.Y/2, 0)}
			local ti = TweenInfo.new(t)
			local tween = tweenservice:Create(top, ti, goal):Play()
		end
	end
	enableVisuals(true)
	--wait(t)
end

function disable(t)
	if t then playAllAudio(audio.Disable) end
	stopAudio(audio.Enable)
	playAnimation(animations.Disable)
	for i, v in pairs(hitboxes:GetChildren()) do
		local top = v:FindFirstChild("Top")
		if top and top:IsA("Attachment") then
			local goal = {Position = Vector3.new(0, -v.Size.Y/2, 0)}
			local ti = TweenInfo.new(t or 0.03)
			local tween = tweenservice:Create(top, ti, goal):Play()
		end
	end
	wait(t or 0.03)
	stopAnimation(animations)
	enableVisuals(false)
	stopAudio(audio.Enable)
end

function stun()
	if runtime.stunned then return end
	runtime.acting = true
	runtime.stunned = true
	
	local chr = assigned.Value
	local hum = nil
	if chr then
		hum = chr:FindFirstChildOfClass("Humanoid")
	end
	
	local oldSpeed = 16
	
	if hum then
		--oldSpeed = hum.WalkSpeed
		hum.AutoRotate = false
		hum.WalkSpeed = 0
	end
	
	local len = playAnimation(animations.Stun)
	
	playAudio(audio.Stun)
	wait(predefined.stunTime+0.15)
	
	if hum then
		hum.AutoRotate = true
		hum.WalkSpeed = oldSpeed
	end
	
	runtime.stunned = false
	runtime.acting = false
end

function attack()
	runtime.attacking = true
	
	if runtime.stamina < predefined.attackDrain then runtime.attacking = false return end
	
	runtime.stamina = runtime.stamina - predefined.attackDrain
	
	local chr = assigned.Value
	local hum = nil
	if chr then
		hum = chr:FindFirstChildOfClass("Humanoid")
	end
	
	--local oldspeed = 16
	
	if hum then
		--oldspeed = hum.WalkSpeed
		--hum.WalkSpeed = 4
		--hum.AutoRotate = false
	end
	
	local len = playAnimation(animations.Attacks)
	playAudio(audio.Attacks)
	wait(len+predefined.actionInterval)
	
	if hum and not runtime.stunned then
		--hum.WalkSpeed = oldspeed
		--hum.AutoRotate = true
	end
	
	runtime.attacking = false
	
	for i, v in pairs(hitboxes:GetDescendants()) do
		if v.Name == "DidHit" then
			v.Value = false
		end
	end
end

function block()
	runtime.blocking = true
	runtime.parrying = false
	
	local len, obj = playAnimation(animations.Blocks)
	playAnimation(obj.Start)
	playing.block = obj
	playAudio(audio.Blocks)
	
	--runtime.blocking = false
end

function endblock()
	if not runtime.blocking then return end
	local len = playAnimation(playing.block.End)
	playAudio(audio.Blocks)
	wait(len)
	stopAnimation(animations.Blocks)
	runtime.blocking = false
end

function parry()
	runtime.parrying = true
	
	endblock()
	if runtime.stamina >= predefined.parryDrain then
		runtime.stamina = runtime.stamina - predefined.parryDrain
		
		local len = playAnimation(animations.Parries)
		playAudio(audio.Parries)
		wait(len)
	end
	
	runtime.parrying = false
end

function flourish()
	local len = playAnimation(animations.Flourish)
	playAudio(audio.Flourish)
	
	wait(len + .25)
	
	
end

function act(action)
	if not action or runtime.dead then return end
	if runtime.acting then return end
	if runtime.stunned then return end
	if tick() - runtime.lastAction <= predefined.actionInterval then return end
	
	if action == "equip" then
		runtime.equipped = true--not runtime.equipped
		playAudio(audio.Equip)
	end
	
	if action == "unequip" then
		runtime.equipped = false
		playAudio(audio.Unequip)
		stopAnimation(animations.Stances)
		if assigned.Value then input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "target", nil) end

		runtime.enabled = false
		disable()
	end
	
	
	if not runtime.equipped then runtime.acting = false return end
	
	runtime.lastAction = tick()
	runtime.acting = true
	
	if action == "target" then
		
		if runtime.target then runtime.target = nil runtime.acting = false input:FireClient(game.Players:GetPlayerFromCharacter(assigned.Value), "target", nil) return end
		
		local closest = nil
		
		for i, v in pairs(workspace:GetDescendants()) do
			if v:IsA("Humanoid") then
				if v.Health > 0 then
					local root = v.Parent:FindFirstChild("HumanoidRootPart")
					if root and v.Parent ~= assigned.Value then
						if not closest then
							local myroot = assigned.Value:FindFirstChild("HumanoidRootPart")
							local check = dist(myroot.Position, root.Position)
							if check <= predefined.minLockDist then closest = v.Parent end
						end
						if closest and closest ~= v then
							local oroot = closest:FindFirstChild("HumanoidRootPart")
							if oroot then
								if assigned.Value then
									local myroot = assigned.Value:FindFirstChild("HumanoidRootPart")
									local dista = dist(myroot.Position, oroot.Position)
									local distb = dist(myroot.Position, root.Position)
									if distb < dista and distb <= predefined.minLockDist then
										closest = v.Parent
									end
								end
							end
						end
						--runtime.target = root
					end
				end
			end
		end
		
		runtime.target = closest and closest:FindFirstChild("HumanoidRootPart") or nil
		
	end
	
	if action == "enable" then
		--print("test")
		runtime.enabled = not runtime.enabled
		
		if runtime.enabled then
			enable(0.5)
		else
			disable(0.25)
		end
		
	elseif action == "attack" then
		if not runtime.enabled or runtime.attacking or runtime.blocking or runtime.parrying then runtime.acting = false return end
		attack()
		
	elseif action == "block" then
		if not runtime.enabled or runtime.blocking or runtime.attacking or runtime.parrying then runtime.acting = false return end
		block()
		
	end
	
	if action == "flourish" and runtime.equipped and runtime.enabled then
		flourish()
		
	end
	
	local myColor = nil
	
	if action == "blue" then
		myColor = Color3.fromRGB(5, 5, 255)
	end
	
	if action == "red" then
		myColor = Color3.fromRGB(255, 5, 5)
	end
	
	if action == "cyan" then
		myColor = Color3.fromRGB(5, 255, 255)
	end
	
	if action == "green" then
		myColor = Color3.fromRGB(5, 255, 5)
	end
	
	if action == "veridian" then
		myColor = Color3.fromRGB(50, 175, 75)
	end
	
	if action == "orange" then
		myColor = Color3.fromRGB(255, 155, 5)
	end
	
	if action == "purple" then
		myColor = Color3.fromRGB(250, 5, 255)
	end
	
	if action == "magenta" then
		myColor = Color3.fromRGB(255, 26, 150)
	end
	
	if action == "yellow" then
		myColor = Color3.fromRGB(255, 250, 5)
	end
	
	if action == "white" then
		myColor = Color3.new(1,1,1)
	end
	
	if myColor then
		for i, v in pairs(hitboxes:GetChildren()) do
			local color = v:FindFirstChild("BladeColor")
			if not color then
				color = Instance.new("Color3Value")
				color.Value = myColor
				color.Name = "BladeColor"
				color.Parent = v
			end
			
			color.Value = myColor
		end

	end
	
	
	
	runtime.acting = false
	
end

function finish(action)
	if not action then return end
	if not runtime.equipped then return end
	
	if action == "block" then
		if tick() - runtime.lastAction <= predefined.parryWindow and not runtime.attacking and not runtime.parrying and runtime.equipped and runtime.enabled then
			parry()
		else
			endblock()
		end
	end
	
end

input.OnServerEvent:Connect(function(client, mouse, keyboard, fin, gpe)
	if gpe then return end
	
	assigned.Value = client.Character
	
	local action = getKey(mouse, keyboard)
	
	if fin == "start" then
		act(action)
	elseif fin == "end" then
		finish(action)
	end
	
end)

local tool = script:FindFirstAncestorOfClass("Tool")

if tool then
	tool.Equipped:Connect(function()
		act("equip")
	end)
	
	tool.Unequipped:Connect(function()
		act("unequip")
	end)
end

enableVisuals(runtime.enabled)

mainLoop()
visuals()

assigned.Changed:Connect(function()
	if not assigned or not assigned.Value then
		runtime.dead = true
	end
end)

--changeColor(Color3.new(0,1,0))--, {Color3.new(.1,.1,.9), Color3.new(.1,.5,.9), Color3.new(.1,.75,.1), Color3.new(.75,.75,.1), Color3.new(.95,.75,.1), Color3.new(.9,.1,.1), })

-- just testing here --

--assigned.Changed:Connect(function()
--	if assigned.Value then
--		
--		local hum = assigned.Value:FindFirstChildOfClass("Humanoid")
--		if hum then
--			hum.Touched:Connect(function(hit)
--				if runtime.equipped and hit.Name == "ColorPart" then
--					changeColor(hit.Color)
--				end
--			end)
--		end
--		
--	end
--end)

for i, v in pairs(hitboxes:GetChildren()) do
	local color = v:FindFirstChild("BladeColor")
	if not color then
		color = Instance.new("Color3Value")
		color.Value = Color3.new(1,1,1)
		color.Name = "BladeColor"
		color.Parent = v
	end
	
	changeColor(color.Value, nil, v)
	
	color.Changed:Connect(function()
		changeColor(color.Value, nil, v)
	end)
end

this is the serverscript from that code and if i am correct where the “thingy()” is is where the trail gets created.

this is what the tool looks like:
image
image
and this is what my tool looks like:

image
image

i want the script to do its job in the script called “MainScript”

and i want this to be the part the trail will be:
image

i tried multiple things for example: making a module script for it (but i dont know what i am doing since i never created something like this)

here is the module script tho: ```- LightsaberTrailModule

local module = {}

local predefined = {
stamina = 100,
parryWindow = 0.15,
actionInterval = 0.05,
stunTime = 2,
stamDrainRate = .75,
parryDrain = 25,
attackDrain = 10,
meltDuration = 2,
minLockDist = 20,

}
local tweenService = game:GetService(“TweenService”)
local debris = game:GetService(“Debris”)

function module.createLightsaberTrail(lightsaberTool)
local handle = lightsaberTool:FindFirstChild(“Handle”)
local ti = TweenInfo.new(predefined.meltDuration)
if handle then
– Sparks logic (modify this according to your requirements)
local sparks = handle:FindFirstChild(“Sparks”)
if sparks then
local weld = sparks:FindFirstChildOfClass(“Weld”)
if weld then
weld.C0 = CFrame.new(handle.Position) – Adjust the CFrame as needed
end
for _, emitter in pairs(sparks:GetChildren()) do
if emitter:IsA(“ParticleEmitter”) then
emitter:Emit(math.random(10))
end
end
end

	-- Lightsaber trail logic (modify this according to your requirements)
	for _, child in pairs(handle:GetChildren()) do
		if child:IsA("BasePart") then
			local part = Instance.new("Part")
			part.Anchored = true
			part.CFrame = CFrame.new(handle.Position, child.Position)
			part.Size = Vector3.new(0.15, 0.15, (handle.Position - child.Position).Magnitude)
			part.Color = Color3.fromRGB(255, 125, 25)
			part.Material = Enum.Material.Neon
			part.Parent = workspace

			local light = Instance.new("PointLight", part)
			light.Brightness = 25
			light.Color = Color3.fromRGB(255, 125, 25)
			light.Range = 8
			light.Shadows = true

			local goal = { Color = Color3.fromRGB(65, 25, 0) }
			local ti = TweenInfo.new(2)
			local tween = tweenService:Create(part, ti, goal):Play()
			debris:AddItem(part, ti.Time)
		end
	end

	-- Ground trail logic (modify this according to your requirements)
	local groundTrail = Instance.new("Part")
	groundTrail.Anchored = true
	groundTrail.CFrame = CFrame.new(handle.Position.X, 0, handle.Position.Z)
	groundTrail.Size = Vector3.new(0.15, 0.01, 5)  -- Adjust the size and length as needed
	groundTrail.Color = Color3.fromRGB(255, 125, 25)
	groundTrail.Material = Enum.Material.Neon
	groundTrail.Parent = workspace

	local groundLight = Instance.new("PointLight", groundTrail)
	groundLight.Brightness = 25
	groundLight.Color = Color3.fromRGB(255, 125, 25)
	groundLight.Range = 8
	groundLight.Shadows = true

	local groundGoal = { Color = Color3.fromRGB(65, 25, 0) }
	local groundTween = tweenService:Create(groundTrail, ti, groundGoal):Play()
	debris:AddItem(groundTrail, ti.Time)
end

end

return module

i dont know if it even works cuz i didnt have anything to test it with but please somebody help me with this i really need this.

ty!

2 Likes

Just physically add a trail (trails) to your lightsaber model. Put Attachments at either end of the saber with the trail between them.
In your script Trail.Enable = true whenever the light saber is on.

3 Likes

its not a trail its a trail created on the ground or wall when the ground or wall gets hit by the part it should create a neon part trail like shown in the first video.

1 Like

Just simply cast a ray from the handle to the “end of the laser” every second or fraction of a second (the more you cast, the smoother it will be, but it could also become laggy if you use too much). Then if the ray hits, create a point in the world there (an attachment?) and connect that attachment to the previous attachment that was created with a Beam (or you could calculate and spawn a part in there too but I recommend using beams).

Make sure to save which attachment was created previously so you know where to connect them, and every time the ray doesn’t hit anything, “forget” this attachment so it doesn’t get attached incorrectly over walls.

Hope this helps!

2 Likes

i try to understand but i really need an example for this… is it possible if you could show an example so i can try to make it work?

1 Like
local previousPoint = nil; -- this will be an attachment

local ray = workspace:Raycast(); -- from the handle to the point of the laser

if ray then
	-- create an attachment at ray.Position (where the ray hit), lets call it newPoint
	if previousPoint then
		-- create a beam that connects newPoint and previousPoint
	end
	
	previousPoint = newPoint;
else
	previousPoint = nil;
end

Make sure to research stuff before coding. Good luck!

2 Likes

Ah, sorry, I was looking at the second video and thinking that’s what you wanted, not the first one.

2 Likes

thanks i will look into this :slight_smile:

1 Like