Also, I don’t know how to the basics for scripting as I usually use tutorials online.
You could make a invisible part that when a player walks through enables a confetti particle and a sound?
Let me know when u got a confetti particle and maybe a sound and if u need more help i will try.
I will create something for u and add explanations to it. so u can learn from it.
You would do a particle emitter with a random color. Customize the emitter to match a half of a sphere. Then using a for loop, :Emit(1) and change the color to random. Another tutorial would be this.
Try this:
local Confetti1 = script.Parent.Confetti1.Explosion -- Finds ParticleEmitter1
local Confetti2 = script.Parent.Confetti2.Explosion -- Finds ParticleEmitter2
local Trigger = script.Parent.TriggerPart -- Finds the part that triggers the confetti
Confetti1.Enabled = false -- Makes sure the particles arent enabled by default
Confetti2.Enabled = false
Trigger.Touched:Connect(function(trigger) -- This will make that when a player touches the Triggerpart a function will get triggered
if trigger.Parent:FindFirstChild("Humanoid") then -- Makes sure that whoever touches it is a player
Confetti1:Emit(1) -- Emits the particles
Confetti2:Emit(1)
end
end)
Ur model should look like this, i used default roblox particle textures so u will have to change that to confetti urself
I got a confetti particle, dont worry!
Alright, if u need anymore help on this topic feel free to message me privately
The problem is that my checkpoint is a part, and it being a model will probably break it but I will try!
ParticleEmitters work better if you worry about it breaking.
That’s what I’m working on, I just am really bad at scripting
What do you mean by breaking it, just ad a invisible part ontop of ur checkpoint u dont need to touch the checkpoint
This is the model right now:
local Confetti1 = script.Parent.Confetti1.Explosion -- Finds ParticleEmitter1
local Confetti2 = script.Parent.Confetti2.Explosion -- Finds ParticleEmitter2
local Trigger = script.Parent.TriggerPart -- Finds the part that triggers the confetti
Confetti1.Enabled = false -- Makes sure the particles arent enabled by default
Confetti2.Enabled = false
Trigger.Touched:Connect(function(trigger) -- This will make that when a player touches the Triggerpart a function will get triggered
if trigger.Parent:FindFirstChild("Humanoid") then -- Makes sure that whoever touches it is a player
Confetti1:Emit(1) -- Emits the particles
Confetti2:Emit(1)
end
end)
It might be wrong.
rename the part to confetti1 and confetti2, and add a triggerpart.
Right, so like this:
Yes when u touch the triggerpart it will emit particles.
Okay, it isn’t working.
I just touched the part and it shows nothing.
This is so confusing, I don’t know how to script lol
THe particlemitters arent called Explosion
I converted the video if anyone doesn’t want to download it for themselves.