I will get right to the point...
local plr = game.Players.LocalPlayer local char = plr.Character or plr.CharacterAdded:Wait() local UserInputService = game:GetService("UserInputService") local Key = "E" local Visible = true local debounce = false if plr.Team == game.Teams.ISD then local function Visibility(Var) if Var then for _, Part in pairs(char:GetDescendants())do if Part:IsA("BasePart") or Part:IsA("MeshPart") then Part.Transparency = 1 char.Head.face.Transparency = 0 char.HumanoidRootPart.Transparency = .5 char.Humanoid.WalkSpeed = 40 if not debounce then local smoke = game.Lighting:WaitForChild("Smoke"):Clone() debounce = true end end end else for _, Part in pairs(char:GetDescendants())do if Part:IsA("BasePart") or Part:IsA("MeshPart") then Part.Transparency = 1 char.Head.face.Transparency = 0 char.HumanoidRootPart.Transparency = 0 char.Humanoid.WalkSpeed = 16 if debounce then char.Head.Smoke:Destroy() end end end end end UserInputService.InputBegan:Connect(function(Input,GameStuff) if GameStuff then return end if Input.KeyCode == Enum.KeyCode[Key] then if Visible then Visibility(false) Visible = false else Visibility(true) Visible = true end end end) end
So basically, there is my head obv.. and this script is making me invisible. Now, once in the for loop, I make it so it makes one smoke particle from lighting get dragged into my head. The problem is, I took this script from youtube and attempted to modify it, and I think I broke it.. Can anyone explain to me what is going on in this script and how I could possibly make it so during the for loop where it is cycling through my body making it invisible, I could once, put a particle emitter in, then once that cycle has finished rotating, the next cycle removes that particle emmiter, and the process repeats, how many times you input the key, "E".
If you cannot tell aswell, this is cloning it from the Lighting, which the Smoke IS IN.
local plr = game.Players.LocalPlayer local char = plr.Character or plr.CharacterAdded:Wait() local UserInputService = game:GetService("UserInputService") local Key = "E" local Visible = true local debounce = false if plr.Team == game.Teams.ISD then local function Visibility(Var) if Var then for _, Part in pairs(char:GetDescendants())do if Part:IsA("BasePart") or Part:IsA("MeshPart") then Part.Transparency = 1 char.Head.face.Transparency = 0 char.HumanoidRootPart.Transparency = .5 char.Humanoid.WalkSpeed = 40 if not debounce then local smoke = game.Lighting:WaitForChild("Smoke"):Clone() debounce = true end end end --create particle emitter, after the first for loop ends Instance.new("ParticleEmitter",char.Head) else for _, Part in pairs(char:GetDescendants())do if Part:IsA("BasePart") or Part:IsA("MeshPart") then Part.Transparency = 1 char.Head.face.Transparency = 0 char.HumanoidRootPart.Transparency = 0 char.Humanoid.WalkSpeed = 16 if debounce then char.Head.Smoke:Destroy() end end end end --remove particle emitter, after second for loop ends pcall(function() char.Head:FindFirstChild("ParticleEmitter"):Destroy() end) end UserInputService.InputBegan:Connect(function(Input,GameStuff) if GameStuff then return end if Input.KeyCode == Enum.KeyCode[Key] then if Visible then Visibility(false) Visible = false else Visibility(true) Visible = true end end end) end