Multiple particle spawn in one frame

Hello devs!
I tryed to do one system but i got this error which idk how to fix
When you do some cycle in one frame which change position of part some amount of times and emit one particle by command :Emit(1) but after completing this cycle all sparks spawn in end position
For example

for i = 1,5,1 do 
	workspace.PEPart.ParticleEmitter:Emit(1) 
	workspace.PEPart.Position = Vector3.new(0,2+i,0) 
end

Sorry for grammar

The loop seems to be moving the Position relative to its world position, and moving it up by +1 every time

Maybe try implementing a Heartbeat wait instead?

local RunService = game:GetService("RunService")

for i = 1,5,1 do 
	workspace.PEPart.ParticleEmitter:Emit(1) 
	workspace.PEPart.Position = Vector3.new(0,2+i,0) 
    RunService.Heartbeat:Wait()
end

The reason for this is because the loop will do it all at once. You need a delay. Here’s an example

for i = 1,5,1 do 
	workspace.PEPart.ParticleEmitter:Emit(1) 
	workspace.PEPart.Position = Vector3.new(0,2+i,0) 
        wait(0.5)
end

I don’t understand exactly what you are trying to accomplish, I hope this can solve your issue.

I trying to do smoke particles after rocket but this is goes fast so normal particles dont have this speed so i filling crossed space every frame by particles but if i doing it all particles goes to one position and looks bad

I need way to do it in one moment, only one way i found its just create parts in every position and do one particle in it but thats so lag if i doing it every frame like i need

What exactly do you mean? If you implement the Emit function without any sort of delay, then I believe it’ll just stay in the same spot no matter what

I mean i just trying to do for smoke particles goes all way after rocket, but rocket is so fast so idk how to do it right

Ok now I’m just confused
If you’re wanting to use Smoke particles then just use the Smoke object? If you’re using ParticleEmitters then you can set the angle from where they move to go down

I think he meant he wanted a giant trail of smoke under the rocket.

I mean if i gonna do it just by particles this is not gonna work well becouse particles can hae random speed but if i will be unlucky i can get half of crossed distance without smoke and it gonna look bad but rocket works by ray cast and every frame it moves by some distance speed*deltaTime

Not entirely true, you can configure how the particle’s speed by setting the Speed property to [20, 20] I believe

Then you can use change the Acceleration property I believe so that the direction will be moving downwards

For the rocket particles on its own, you should just use a Stepped/Heartbeat RunService event if you want it to keep spawning particles every frame?

There is a delay between the particles actually emitting so it wouldn’t work