Particle Emitter’s transparency is a number sequence, which allows for points far away from the emitter to have a different transparency than particles close to the emitter.
For your case, something like this should worrk:
local Value = newDeathParticle.Explosion.Transparency.Keypoints[1].Value
while Value < 1 do -- you had > when it should be <
newDeathParticle.Explosion.Transparency = NumberSequence.new(Value + 0.05)
Value = newDeathParticle.Explosion.Transparency.Keypoints[1].Value
wait(0.1)
end
local Value = newDeathParticle.Explosion.Transparency.Keypoints[1].Value
while Value < 1 do
newDeathParticle.Explosion.Transparency = ColorSequence.new({
NumberSequenceKeypoint.new(0, Value + 0.05),
NumberSequenceKeypoint.new(1, Value + 0.05)
})
Value = newDeathParticle.Explosion.Transparency.Keypoints[1].Value
wait(0.1)
end