Need help with aura toggling

I have multiple Auras connected to a rig but I don’t know how to make a aura toggle that can detect which aura is being used so they can disable the aura? how do I do this? Also re enable the aura on the click of the button

You can use something like:

Model:GetDescendants()

(I might‘ve typed the void wrong)

which returns a table which you can then do a for i loop which sorts them out

local UnsortedTable = {} -- list of objects
local SortedTable = {} -- empty at first.

for i = 1, #UnsortedTable do
      if UnsortedTable[i].Name == “Aura“ then
           table.insert(SortedTable, UnsortedTable[i])
     end
end
1 Like

The auras have like 3 or 5 different emmiters to them on each form

the :GetDescendants() gets every part even parts that are parented to a part inside the model and puts them in a table

so the script you want kinda looks like this

local WeaponModelStuff = Model:GetDescendants() -- calls every single part in the model into a Table
local Auras = {} -- this fills up with auras later on

for i = 1, #WeaponModelStuff do
        if WeaponModelStuff[i].Name == "Aura" then -- checks if the the object has the name "Aura"
                table.insert(Auras, WeaponModelStuff[i]) -- This will put the emmiter in a Table.
        end
end

This will find the Auras and put them in a table for use later

you can call the sorted Table with all emmiters with another for i loop.
so for example use a for i loop to stop emmiting or straight up delete the emmiter when the player presses a button.

Is their a way to re enable to the exact emitter that was disabled?

set that one value it has to true

The thing is will this work on Multiple Rigs because you step on the morph you want will it work for them all?

Well if the rig is going to be in the character, you could doing :GetDescendants() on the character which will look through everything inside it so yeah, it will just got to specify where it searches