Particle emitter help

For some reason the particle emitters persists on being stuck to the dummy. For reference UpSwirl is an attachment containing the particle emitters.

		local pathToEmit = workspace.VFXPart.UpSwirl
			local clone = pathToEmit:Clone()
			clone.Parent = otherHrp
			clone.Position = otherHrp.Position
			for _,Particles in pairs(pathToEmit:GetDescendants()) do
				if Particles:IsA("ParticleEmitter") then
					for i = 1,3,1 do
						task.wait(0.25)
						Particles:Emit(Particles:GetAttribute("EmitCount"))
					end
				end
			end
		end)

Try the set the LockedToPart property to true of your particle emitters. Or try setting VelocityInheritance to 1.

Use a weldconstraint and set LockedToPart true.

It still has the same result even with this, do you need to see any other code, that might help, or I could invite you to a team create or something?

How and where are you setting otherHrp? If it’s not set properly then it may be the reason.
You could print(otherHrp.Parent.Name) right before the code above to make sure it’s being set where you want it.

I’m getting hrp from sending a mouse.target over to the server, and then I check if the instance is a humanoidrootpart, then I fire to all clients which is where otherhrp is coming from, also yeah its printing what I want it to (which is the player I have my cursor on).

Here, you clone the particles with a new variable.

In the very next line after, you use the original object instead of the clone.

for _, Particles in clone:GetDescendants() do
1 Like

This took longer to see than it should’ve, thanks :sob:

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.