Problem with Trail

What I managed to achieve.
https://gyazo.com/233cc992660e7112144c1b098373d135
What I’m trying to achieve.
https://gyazo.com/0d9215e6dca6d3e2ac3f7b06aea25e19

F to start making the lighting effects, V to stop making the lighting effects.

What I’m trying to know is how did this game managed to make their lighting effects like this?

4 Likes

Would probably have to make a texture for your goal. You could also try using a bunch of small trails but don’t do that pls.

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Why shouldn’t I use small trails? Also, how to use them??

1 Like

I assume you’re using a decal for this. When you have a decal, there may possibly be transparent edges on the sides. Make sure that when you made your decal it’s smooth and flows together. You could also try what Incapaxx said, as that would be much easier!

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you will destroy your player’s computer

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Huh? How will I destroy my player computer if I do that?

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xd what i mean is that it is possible that it may generate a large amount of lag

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All the trails are rendered separately, which taxes your computer’s resources.

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No, I’m not using a decal, I’m using a local script inside trail, that’s all. the local script is in starterplayerscripts.

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Also, if you want those effects, i would suggest you increase the emission property to the trail (might help)

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That’s the localscript btw.
LocalScript:

game:GetService("UserInputService").InputBegan:Connect(function(key)
    local player = game.Players.LocalPlayer
    local char = player.Character

    if key.KeyCode == Enum.KeyCode.F then
        local trail = script:FindFirstChild("Trail"):Clone()
        trail.Parent = char.Head
        local attachment0 = Instance.new("Attachment",char.Head)
        attachment0.Name = "TrailAttachment0"
        local attachment1 = Instance.new("Attachment",char.HumanoidRootPart)
        attachment1.Name = "TrailAttachment1"
        trail.Attachment0 = attachment0
        trail.Attachment1 = attachment1
    end

    if key.KeyCode == Enum.KeyCode.V then
        char.HumanoidRootPart:WaitForChild('TrailAttachment1'):Destroy()
    end

end)
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you should be able to find it in the properties window for the trail.(also turn up the transparency a tad)

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Looks like I completely misunderstood the question. Sorry about that :sweat_smile:
Doing what dudeguy said would work great!

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There’s nothing wrong with your script, but if you want the trail to look like lightning then you’re going to need a texture which also fits that description. Basically all you need to do is find a texture with a bunch of lines (or make one yourself) and then put that on the trail. After that, follow @Dudeguy90539 's instructions and your trail will look almost identical to the one that you are trying to replicate.

1 Like

where?

Okay, thanks but, how would I do a texture with a bunch of lines and no, I’m not that scripter to make myself one sorry.

How would I be able to create a bunch of small trails? I think that’s why in the other game did.

I’m willingly to take that chance but, how do I do it and how is it possible? Please respond back when you get the answer. Thanks! <3

I don’t think it can be explained any simpler than creating your own texture or adding several smaller trails to your character’s limbs with more attachments. Replicate what you currently have en masse by creating more sets of attachments and trails in player limbs and then just iterate over them to enable or disable them.

2 Likes

Here you go.
TextureTrail.rbxl (18.3 KB)

This should make sense for you, don’t use small trails.

1 Like