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.
