#Solved
360 messages · Page 1 of 1 (latest)
hm?
i have no clue what 60% of those words mean
well. thats expected.
allow me to dumb it down for you.
i want it to look like that
as u can see
its not going in a zig zag path correctly
I’ll show later
Me 2
-- Dependencies
local TweenService = game:GetService("TweenService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Modules = ReplicatedStorage.Modules
local allVFX = require(Modules.AbilityUtility)
-- Constants
local BounceAmount = 3
local Tweeninfo = TweenInfo.new(0.2, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, 0)
-- Function to play a list of tweens
local function PlayTweens(tweens)
for _, tween in pairs(tweens) do
tween:Play()
end
end
-- Function to set character parts' transparency
local function SetCharacterTransparency(character, transparency)
for _, part in pairs(character:GetDescendants()) do
if (part:IsA("BasePart") or part:IsA("Decal")) and part.Name ~= "HumanoidRootPart" then
part.Transparency = transparency
end
end
end
-- Main function
return function(Data)
local Character = Data.Character
local Humanoid = Character:WaitForChild("Humanoid")
local RootPart = Character:WaitForChild("HumanoidRootPart")
local Beams = script.Parent.Effects.Beams:GetChildren()
local Task = Data.Task
local Bottom = script.Parent.Effects:WaitForChild("Bottom"):Clone()
Bottom.Parent = workspace
local Reverse = false
RootPart.Anchored = true
SetCharacterTransparency(Character, 1)
for count = 0, BounceAmount do
Reverse = not Reverse
local Beam = Beams[math.random(1, #Beams)]:Clone()
local A1 = Beam.Attachment0.A
local A2 = Beam.Attachment0.A2
local RightVector = Reverse and Vector3.new(-20, 0, 0) or Vector3.new(20, 0, 0) -- Adjusted RightVector
local Forward = Vector3.new(0, 0, 20) -- Adjusted Forward
Beam.CFrame = RootPart.CFrame
Beam.Parent = workspace
local PlayerTween = TweenService:Create(
RootPart,
Tweeninfo,
{
CFrame = CFrame.new(
RootPart.Position + Vector3.new(0, 10, 0) +
RootPart.CFrame.RightVector * RightVector +
RootPart.CFrame.LookVector * Forward
) * CFrame.Angles(0, math.rad(RootPart.Orientation.Y), 0)
}
)
local EffectTween = TweenService:Create(
A1,
TweenInfo.new(0),
{
WorldCFrame = CFrame.new(
RootPart.Position + Vector3.new(0, 10, 0) +
RootPart.CFrame.RightVector * RightVector +
RootPart.CFrame.LookVector * Forward
) * CFrame.Angles(0, math.rad(RootPart.Orientation.Y), 0)
}
)
allVFX:AllVFX(Beam, true)
allVFX:AllVFX(Beam, true)
PlayTweens({PlayerTween, EffectTween})
game.Debris:AddItem(Beam, 1.2)
game.Debris:AddItem(Bottom, 1.2)
wait(0.2)
end
RootPart.Anchored = false
SetCharacterTransparency(Character, 0)
end
Why was I pinged in here?
bc you talked
Then why delete the message after pinging me?
so
basically
scroll up
look
it doesnt go in a zig zag
it spawns in like
diff beams
bro use rightvector and lookvector

wat that
get used to just using upvector rightvector and lookvector instead of adding vector3.new (just a tip)
RightVector is the Vector to the Righ
😼

@glass socket
hi @severe river i love you so much wanna fix the code for me
also look at how the CFrame is literally the same
wait im so confused u do use rightvector and lookvector
I made this in like
fr
😊
It was against my will
very
..anyways.....
i want it like this
where u go in zig zag
straight down
and the explosion
look
ur going up to the top
before u get to the top u go left right left right left
It’s bc the execution of the script is weird bc the way you set it up for me was weird
because look
ur getting a new middle point every time
u didnt set it down before u started the loop
Progress
imma undo
what
I mean you making progress :D
Failure is progress
no
im not
ive made no progresws
progress
i have actually
downwards trend in progresws
progress
im back at where i was now
If you can make it worse then you can make it better, atleast your somewhere
Progress isn't always linear
help me sir
what do i do
whats my first step
mr. sage wasnt being a great help
mr. var @severe river
hello
progress is linear when u know what ur doing
r u just looking at the code and picking at random shit
i need more explanation sir
start from scratch
first u get the start cframe which is where u r already
then u get the top which is X up
then u get the zig zag points
left right left right left right
now that u have all the points
now u can connect it all with tweens and effects
get the points first before u even tween anything or play any effects
then test if ur getting it right, by just spawning parts to those points
and then u can finally continue on to effects once thats all right
ok how do i do this
ok what do i do with this
what do i typ
type
in my code
...
HumanoidRootPart.CFrame
I think we have bigger issues if you don't know how to get a part's CFrame
From the character CFrame you can apply some offset to it to get the final position. That's the next step sage listed
Then using this same concept for the zig-zag points inbetween
You're joking right?
Why do you use offset
For final position
Because you want the final position to be based off your current position
Then don’t give bad explanations
And in what case are you getting the position
what
How i add this
Variables??! How are you scripter 1
bruh
Scroll up
local yourvariablename = the value
We're not going to get anywhere at this pace, learn Lua
It has 21 or so keywords its really not that hard
Wdym?
I’m making good progress
“If you can make it worse then you can make it better, atleast your somewhere” - Censor
😎
Because I assumed you had minimal knowledge of Lua
Your just fumbling around expecting things to work
Good
Go learn Lua
Or hire a scripter 🤷♂️
Is this it
Full outline
Right here
Yeah
I did cframe
I did exactly what you told me to do
@spring locust how are you s3?
bruh
😭
You don't have a reference to the HumanoidRootPart
ohh
Using the word doesn't mean anything
I'll be straight with you, you need to learn some basic scripting and then attempt this.
They're just being intentionally difficult
I genuinely believe someone can't be this clueless
They're just trying to get a rise out of people
Trolling
Why is it in a module script
No
I just want my vfx to be scripted sir
But I’m not getting good advice
If you don't know anything about scripting, we can't really help you without simply doing it for you
Perfect
Do it for me sir
First thing is that you have it in a module script without requiring it in a script or local script
No, no one here is going to do it for you
I am
?
@mighty ruin is doing it for me then
But
I want to do myself sir
And then he can do it
@fluid blaze why did you bring this prime guy does he know anything about scripting?
Bro?
seens*
Learn some scripting then write the script and finger out the problems then if you have error in the script then come back
You’re not doing a good job
You are supposed to explain to me
first u get the start cframe which is where u r already
Explain to me how to do this
This is why I opened the ticket
I use cframe already
amazing
you make variable
Oh I see sir
local yourvariablename = the value
What would be the value sir?
primarypart
Oh!!
Bro this is to help with errors in the code that has already been written. We don’t help you to write code from the start
Why is the value primarypart?
I was told to rewrite the code sir
So that’s what I’m doing
Ohhh I know now
local yourvariablename = primarypart
What would be my variable name? 🤔
@empty salmon
If you want the HumanoidRootPart, you need the character
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
``` this only works in the client side
dewd
Where is the cframe?
HumanoidRootPart.CFrame
why are there so many decent scripters here
what's wrong
You can help fix my issue sir?
@oak crypt code
Sir
I already did this buddy
On my first line
Don’t say dumb things
how is it looking rn? the effect and the code
Oh I showed it above
The effect
The code
RootPart.CFrame.RightVector * RightVector +
RootPart.CFrame.LookVector * Forward
shouldn't RightVector and Forward actually be numbers instead of Vector3?
i mean, just 20 or -20 for RightVector and 10 for Forward
not Vector3s
@tepid mauve
All around bad look for a ranker of the server lmao
Refusing to learn and demanding spoonfeeding
** You are now Level 4! **
Its a VFX artist which doesn't know how to script
what do you expect 😭
isn't this the problem?
he's like multiplying the Y and Z values of the CFrame.RightVector by 0, so it's only going to be pointing towards the global X axis isn't it?
the same with the CFrame.LookVector, instead of actually going towards the place the character is looking it's actually just going towards the Z axis
so this is creating a seemingly random path, but what's happening is that it creates a different outcome everytime you move your camera around
They aren't supposed to do anything for you
What I'm seeing is you're sitting here waiting to be spoonfed code without the most basic scripting knowledge, while insulting them for trying to help you
Quite frankly if I was any of them I would've left by now. I would suggest going to learn some LUAU before attempting to script, because talking to scripters isn't going to do you any good if you don't know what they're saying
You didn't have what @empty salmon posted, which is why it didn't work
Combine the two
Hello friend
Why did you join my ticket?
I didn’t ask
I asked for help
Thanks friend
did it worked?
I don’t care lol
All my job is, is to determine effects
Nothing outside of it
uhhh
i have an issue
wait actually
do i replace both
of them
yes
you don't have to replace them there i think
change their values here instead
just change it for -20 or 20
instead of Vector3.new(-20, 0, 0)
actually, what?
kk
local RightVector = Reverse and -20 or 20 -- Adjusted RightVector
local Forward = 20 -- Adjusted Forward
this
huh
yes
i tested and sadly its still bugged
@tall lark
waut
it actually does kinda work
u need to hold Z though
if u click it, it does the bug
what is the problem now?
join
Solved

