I have this RPG tool that shoots rockets with a ParticleEmitter for smoke. My problem is that when the RPG hits something it deletes the rocket and its ParticleEmitter, which also removes any left over particles.
Is there a way to either keep these particles when deleting the emitter, or to keep the emitter in workspace until all particles have died?
Just dont remove the emitter, make its parent part invisible or something then actually remove it later.
but how exactly do i know when to destroy it?
Don’t you get to decide that? Start a timer?
i mean how will the script know how much time does it need to wait to insure that all particles has died before destroying it?
That depends on how long your particles stay visible. Experiment with different times and start a timer based on the correct amount of time needed to let your particles disappear gradually before destroying.
If you have not fixed this yet, does this work as you want?
local Debris = game:GetService("Debris")
Emitter.Parent = workspace
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.