https://gyazo.com/9e5f1c0f0bc0b35716eb5c64ae622e06
You see the two parts, it keeps going behind my character i don’t know why but i welded it tween just the roatation, and another problem is when i walk it will not be on my character’s position instead it will be behind my character. Pls help me solve this problem
This is the code
Note - Windpart 1 and Windpart is those 2 parts
and those UU things dosen’t have any problems.
script.Parent.localTransform1.OnServerEvent:Connect(function(Player)
local GG = game:GetService("RunService")
local Weld2 = Instance.new("WeldConstraint")
local Weld3 = Instance.new("WeldConstraint")
local Weld4 = Instance.new("WeldConstraint")
local CHar = Player.Character
local RS = game:GetService("ReplicatedStorage")
local WindEffect = RS.WindEffect:Clone()
local WindEffect1 = RS.WindEffect2:Clone()
local TS = game:GetService("TweenService")
local Weld = Instance.new("WeldConstraint")
local UU = game.ReplicatedStorage.RockPart:Clone()
local UU1 = game.ReplicatedStorage.KaEfect:Clone()
local UU2 = game.ReplicatedStorage.KaEfect:Clone()
local UU3 = game.ReplicatedStorage.KaEfect:Clone()
local UU4 = game.ReplicatedStorage.KaEfect:Clone()
local UU6 = game.ReplicatedStorage.KaEfect:Clone()
local UU7 = game.ReplicatedStorage.KaEfect:Clone()
Weld.Part0 = UU
Weld.Part1 = CHar.HumanoidRootPart
Weld.Parent = CHar.HumanoidRootPart
WindEffect.Position = CHar.PrimaryPart.Position + Vector3.new(0,-1,0)
WindEffect1.Position = CHar.PrimaryPart.Position + Vector3.new(0,-1.2,0)
task.delay(0.3,function()
UU.Parent = game.Workspace.FX
UU.Position = CHar.HumanoidRootPart.Position + Vector3.new(0,-2.1,0)
end)
local RayP = RaycastParams.new()
RayP.FilterDescendantsInstances = {CHar}
local ray = workspace:Raycast(CHar.HumanoidRootPart.Position,CHar.HumanoidRootPart.CFrame.UpVector * -10,RayP)
UU1.Parent = game.Workspace.FX
UU1.Beam2.Brightness = 4
UU1.Beam2.Color = ColorSequence.new{ColorSequenceKeypoint.new(0,Color3.new(0.772549, 0.447059, 0.117647)),ColorSequenceKeypoint.new(1,Color3.new(0.772549, 0.447059, 0.117647))}
UU1.Position = CHar.HumanoidRootPart.Position + Vector3.new(2,-2.1,3.4)
UU2.Parent = game.Workspace.FX
UU2.Position = CHar.HumanoidRootPart.Position + Vector3.new(2,-1.1,-3)
UU3.Parent = game.Workspace.FX
UU3.Position = CHar.HumanoidRootPart.Position + Vector3.new(-2,-2,2.5)
UU4.Parent = game.Workspace.FX
UU4.Position = CHar.HumanoidRootPart.Position + Vector3.new(1.2,-3,-3.1)
UU6.Parent = game.Workspace.FX
UU6.Position = CHar.HumanoidRootPart.Position + Vector3.new(3,-2,3)
UU7.Parent = game.Workspace.FX
UU7.Position = CHar.HumanoidRootPart.Position + Vector3.new(-2.5,-2.5,4)
task.delay(0.1245,function()
TS:Create(UU1.Beam2,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{TextureLength = 1.275,Width0 = 0}):Play()
wait(0.35)
TS:Create(UU2.Beam2,TweenInfo.new(0.8,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{TextureLength = 1.123,Width0 = 0}):Play()
wait(0.25)
TS:Create(UU3.Beam2,TweenInfo.new(0.7,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{TextureLength = 1.6,Width0 = 0}):Play()
wait(0.135)
TS:Create(UU4.Beam2,TweenInfo.new(1.1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{TextureLength = 1.1,Width0 = 0}):Play()
wait(0.245)
TS:Create(UU6.Beam2,TweenInfo.new(0.897,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{TextureLength = 0.975,Width0 = 0}):Play()
wait(0.15)
TS:Create(UU7.Beam2,TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{TextureLength = 1.275,Width0 = 0}):Play()
game.Debris:AddItem(UU1,10)
game.Debris:AddItem(UU2,10)
game.Debris:AddItem(UU3,10)
game.Debris:AddItem(UU4,10)
game.Debris:AddItem(UU6,10)
game.Debris:AddItem(UU7,10)
end)
task.delay(0.4,function()
wait(0.19)
UU.Attachment.rocks.Enabled = true
UU.Attachment.rocks.TimeScale = 0.1
wait(1.35)
UU.Anchored = true
UU.Attachment.rocks.TimeScale = 1
UU.Attachment.rocks.Enabled = false
game.Debris:AddItem(UU,5)
game.Debris:AddItem(Weld,3)
end)
--if ray then
--local object = ray.Instance -- What's ray hitting
--local J = true
--end
--
local spininfo = TweenInfo.new(0.45,Enum.EasingStyle.Linear)
WindEffect.Parent = game.Workspace.FX
Weld3.Part0 = WindEffect
Weld3.Part1 = CHar.PrimaryPart
Weld3.Parent = CHar.PrimaryPart
WindEffect1.Parent = game.Workspace.FX
Weld4.Part0 = WindEffect1
Weld4.Part1 = CHar.PrimaryPart
Weld4.Parent = CHar.PrimaryPart
--local Spin1 = TS:Create(WindEffect,spininfo,{CFrame = WindEffect.CFrame * CFrame.Angles(0,0,math.rad(120))})
--local Spin2 = TS:Create(WindEffect,spininfo,{CFrame = WindEffect.CFrame * CFrame.Angles(0,0,math.rad(240))})
--local Spin3 = TS:Create(WindEffect,spininfo,{CFrame = WindEffect.CFrame * CFrame.Angles(0,0,math.rad(360))})
local Spin1 = TS:Create(WindEffect,spininfo,{Orientation = WindEffect.Orientation + Vector3.new(0,0,math.rad(120))})
local Spin2 = TS:Create(WindEffect,spininfo,{Orientation = WindEffect.Orientation + Vector3.new(0,0,math.rad(240))})
local Spin3 = TS:Create(WindEffect,spininfo,{Orientation = WindEffect.Orientation + Vector3.new(0,0,math.rad(360))})
Spin1.Completed:Connect(function()Spin2:Play() end)
Spin2.Completed:Connect(function()Spin3:Play() end)
Spin3.Completed:Connect(function()Spin1:Play() end)
--local Spin12 = TS:Create(WindEffect1,spininfo,{CFrame = WindEffect1.CFrame * CFrame.Angles(0,0,math.rad(120))})
--local Spin22 = TS:Create(WindEffect1,spininfo,{CFrame = WindEffect1.CFrame * CFrame.Angles(0,0,math.rad(240))})
--local Spin32 = TS:Create(WindEffect1,spininfo,{CFrame = WindEffect1.CFrame * CFrame.Angles(0,0,math.rad(360))})
local Spin12 = TS:Create(WindEffect1,spininfo,{Orientation = WindEffect1.Orientation + Vector3.new(0,0,120)})
local Spin22 = TS:Create(WindEffect1,spininfo,{Orientation = WindEffect1.Orientation + Vector3.new(0,0,240)})
local Spin32 = TS:Create(WindEffect1,spininfo,{Orientation = WindEffect1.Orientation + Vector3.new(0,0,360)})
Spin12.Completed:Connect(function()Spin22:Play() end)
Spin22.Completed:Connect(function()Spin32:Play() end)
Spin32.Completed:Connect(function()Spin12:Play() end)
task.delay(0.2,function()
--WindEffect.Anchored = false
--WindEffect1.Anchored = false
wait(0.02)
game.Debris:AddItem(Weld4,0)
game.Debris:AddItem(Weld3,0)
--WindEffect.Anchored = true
--WindEffect1.Anchored = true
wait(0.05)
Spin12:Play()
Spin1:Play()
end)
TS:Create(WindEffect.Attachment,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect.Up.Position}):Play()
TS:Create(WindEffect.Attachment1,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect.Up.Position}):Play()
TS:Create(WindEffect.Attachment2,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect.Up.Position}):Play()
TS:Create(WindEffect.Attachment3,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect.Up.Position}):Play()
TS:Create(WindEffect1.Attachment,TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect1.Going2Attach.Position}):Play()
TS:Create(WindEffect1.Attachment1,TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect1.GoingAttach1.Position}):Play()
TS:Create(WindEffect1.Attachment2,TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect1.Goingto2Attach2.Position}):Play()
TS:Create(WindEffect1.Attachment3,TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.Out),{Position = WindEffect1.GoingtoAttach3.Position}):Play()
task.delay(2,function()
for i,v in pairs(WindEffect1:GetChildren()) do
if v:IsA("Trail") then
v.Enabled = false
end
end
end)
game.Debris:AddItem(WindEffect1,4.2)
game.Debris:AddItem(WindEffect,4.2)
task.delay(1.6,function()
for i,v in pairs(WindEffect:GetChildren()) do
if v:IsA("Trail") then
v.Enabled = false
end
end
end)
end)