-- 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)
#Scale Particle Effect
1 messages · Page 1 of 1 (latest)
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
I wasn't aware you could do that - but unfortunately that wouldn't work for the case I wrote this for & isn't as precise/reversible
but will keep that in mind as it seems useful