Why is my effect like this and how do i fix it?

why is it like this?
and how will i fix it
the weld part of the script:

			local Vfx = game.ReplicatedStorage.Effects.HeavyPuchVFX:Clone()
			Vfx.Parent = workspace
			Vfx.CFrame = Stand.PrimaryPart.CFrame * CFrame.new(0,0,Vfx.Size.Z/5 * 3)
			local weld = Instance.new("WeldConstraint")
			weld.Part0 = Vfx

			weld.Part1 = Stand.PrimaryPart

			weld.Parent = Vfx

i did try to Stand.LeftHand.CFrame didnt work, how will i make it follow the anim?

image

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Why is it like what?
What’s the problem you have?

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its welded in but it like that i CFrame but still didnt work i need help so it can follow the hand

Which vfx part are you trying to get to follow the hand? It looks like something is following the hand but I’m not sure which one should.

im sorry, i mean its not vfx its a mesh i get mess up my first time with dev form and do i need a pos for the mesh with cframe?

what is it doing here exactly?
Vfx.CFrame = Stand.PrimaryPart.CFrame * CFrame.new(0,0,Vfx.Size.Z/5 * 3)

do i send the full script here:

local event = game:GetService(“ReplicatedStorage”):WaitForChild(“Stand”)[“Star Platinum”].HeavyPunch – this is the event which fires from client to server

–prepare your own m1 animation for urself

–abb 1 animations and name them heavypunch

– check if u type anything wrong now ill scroll down slowly pause to read

local Deb = game:GetService(“Debris”)–it will destroy item wil delay kinda useful

–reference your anumation

local Combo1 = game.ReplicatedStorage.Animations.HeavyAnim–these are those hitting animation that u made urself

–add them under the script remember to name them heavypunch also add an enemy hit animation

– next step for the damage

–we can make a hit animation

local function Damage(Player)

local Character = Player.Character--god im so stupid

local hitbox = game.ReplicatedStorage.HitBoxes.Hitbox:Clone()

hitbox.Parent = workspace--i forgot they cant detect wil anchored part

hitbox.CFrame = Character.PrimaryPart.CFrame * CFrame.new(0,0,(hitbox.Size.Z/2)*-1) -- make the hitbox infront of ur stand

local weld = Instance.new("WeldConstraint")

weld.Part0 = hitbox

weld.Part1 = Character.PrimaryPart

weld.Parent = hitbox

Deb:AddItem(hitbox,.35) -- the hitbox will desttroy after 0.35 sec

local ignorelist = {} -- ignore list to prevent hitting same enemy

hitbox.Touched:Connect(function(hitpart)	

	if not hitpart:IsDescendantOf(Character) then -- prevent hitting urself

		if hitpart.Parent:FindFirstChild("Humanoid") then-- see if its ahumanoid or not

			local enemy = hitpart.Parent --enemymodel

			if (table.find(ignorelist,enemy) == nil) then-- check if we hit him already or not

				table.insert(ignorelist,enemy) -- put him into ignore list

				enemy.Humanoid:TakeDamage(20)-- this is the dmg that u can not


				-- now for a knockback

				local knockback = Instance.new("BodyVelocity")

				knockback.MaxForce = Vector3.new(1e6,1e6,1e6)

				knockback.Velocity = Character.PrimaryPart.CFrame.LookVector * 10

				knockback.Parent = enemy.PrimaryPart

				Deb:AddItem(knockback,.3) -- the video will end if this works






			end









		end

	end



end)

end

event.OnServerEvent:Connect(function(Player,count)–the count is the value that u send from the local script just now

local Character = Player.Character

local Stand = Character:FindFirstChild("Stand")

if Stand then -- make sure the stand is on on the server

	local AnimControl = Stand:WaitForChild("AnimationController")

	if Player.Backpack.UsingMove.Value == false then-- see if he is using other moves

		if Stand then

			Player.Backpack.UsingMove.Value = true

			AnimControl:LoadAnimation(Combo1):Play()

			Character.HumanoidRootPart.StandPosition.Position = Vector3.new(0,0,-3)--u can set it whatever u want its just the position of stand

			Damage(Player)

			local Sound = game.ReplicatedStorage.SFX.HeavySound:Clone()

			Sound.Parent = Character.PrimaryPart

			Sound:Play()
			
			local Vfx = game.ReplicatedStorage.Effects.HeavyPuchVFX:Clone()
			Vfx.Parent = workspace
			Vfx.CFrame = Stand.PrimaryPart.CFrame * CFrame.new(0,0,Vfx.Size.Z/5 * 3)
			local weld = Instance.new("WeldConstraint")
			weld.Part0 = Vfx

			weld.Part1 = Stand.PrimaryPart

			weld.Parent = Vfx
			
			Deb:AddItem(Vfx,2)--hi put it so it can last longer or make it short
			


			local Starttime = tick()

			wait(.65)

			Player.Backpack.UsingMove.Value = false

			Character.HumanoidRootPart.StandPosition.Position = Vector3.new(-2.5,1,1)















		end

	end

end

end)