#Scale Particle Effect

1 messages · Page 1 of 1 (latest)

weak sapphire
#
-- Scale factor (change this as needed)
local scaleFactor = 2 -- Example: 2 = double size, 0.5 = half size

-- Get selected objects
local Selection = game:GetService("Selection"):Get()

for _, obj in ipairs(Selection) do
    if obj:IsA("ParticleEmitter") then
        -- Scale Size
        local newKeypoints = {}
        for i, k in ipairs(obj.Size.Keypoints) do
            table.insert(newKeypoints, NumberSequenceKeypoint.new(
                k.Time,
                k.Value * scaleFactor,
                k.Envelope * scaleFactor
            ))
        end
        obj.Size = NumberSequence.new(newKeypoints)

        -- Scale Speed
        obj.Speed = NumberRange.new(obj.Speed.Min * scaleFactor, obj.Speed.Max * scaleFactor)

        -- Scale Acceleration
        obj.Acceleration = obj.Acceleration * scaleFactor

        -- Keep EmissionRate, Drag, Rotation, SpreadAngle as-is (for consistency)
    end
end

print("Scaled selected ParticleEmitters by x" .. scaleFactor)
meager rain
#

you can also just put the particle in a Model and scale that up

#

this is better if you dont want to change part size or att positions though

weak sapphire
#

but will keep that in mind as it seems useful