#I am trying to enable few certain ParticleEmitter using GetDescendants but how?
1 messages · Page 1 of 1 (latest)
You can add tags, or attributes
to differentiate between other vfx
You can also change their name
anyways
if i add attribute, how can i locate them in the script, getattribute?
exactly
though changing hte name will be enough
and then you could just loop through em
for i,v in Part:GetDescendants do
--Checks and emitting
end```
okay, I'll test them
I kinda understand it now thanks but then I realize that this won't really works because two of these gloves’s both particle emitter position are at much different position, So if I trigger it to be enabled, the particle will just be in one same spot for both of those gloves I clicked on.
any idea of how I can solve that?
So wdym exactly, you saying that they are at different positions but emitting at the same position?
Im guessing your have a clickdetector in it, what you can do is when it is clicked it checks wheter or not you can pick it and if so you do the Pick:GetChildren() and v:Emit()
or
with the Decendants one you check if v.Name (could be name) == "Succesful".
I am trying to make it exactly how slap battle works
https://www.youtube.com/shorts/i6rD9XTRXh4
here is an example of what I am actually trying to do
and I don't know how to get the particles to function like in that video so I need help
You could find the distance between the player and the glove
and find the closest one
Or use hitdetection
Like make an outer hitbox for the hand
and if the player touches it
the vfx is emitted
Well I don’t want it to be based on player and distances
And even in that way you suggested, there would be some players clicking a glove further away triggering the vfx that you’re in front of instead of the glove you actually clicked, I don’t think it’ll be accurate much.
I solved it.
Oh how did you?