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COMMUNITY QUESTION

Particle disable and re-enable?

So basically i have a projectile script that goes like this:

script.Parent.OnServerEvent:Connect(function(plr)
	local Slash = game.ReplicatedStorage.Slash13.YSlash3:Clone()
	Slash.Parent = workspace
	Slash.CanCollide = false
	Slash.Anchored = false
	Slash.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(0,0,-5) * CFrame.fromEulerAnglesXYZ(1.8,0,0)
	Slash.Touched:Connect(function(hit)
		if hit.Parent:FindFirstChild("Humanoid") and hit.Parent.Name ~= plr.Name then
			local Explosion = game.ReplicatedStorage.Slash13.Booom3:Clone()
			Explosion.Parent = workspace
			Explosion.CFrame = Slash.CFrame
			Explosion.CanCollide = false
			Explosion.Anchored = true
			Slash:Destroy()
			script.Parent.Parent.Parent.Parent.Explosion2:Play()
			hit.Parent.Humanoid:TakeDamage(1000)
			for i = 1,32 do
				wait(.05)
				Explosion.Size = Explosion.Size + Vector3.new(2,2,2)		-- This bit needs to be changed to particle enable and disable
				Explosion.Transparency = Explosion.Transparency + 0.05
			end	
			Explosion:Destroy()	
		end
	end)	--This bit can be ignored
	local BV = Instance.new("BodyVelocity",Slash)
	BV.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
	BV.Velocity = plr.Character.HumanoidRootPart.CFrame.LookVector * 100
	wait(1.5)
	Slash:Destroy()
end)

i need the bit in green to change to a particle-like explosion!

ive tried:

Explosion:WaitForChild("Attatchment"):WaitForChild:("StarSplash").Enabled = true
wait(1)
Explosion:WaitForChild("Attatchment"):WaitForChild:("StarSplash").Enabled = false
wait(2)
Explosion:Destroy()

ive also tried without the "WaitForChild" bit

basically i want more of a seamless explosion instead of a attachment leaking out particles then getting deleted

1 answer

Replace This:

	            for i = 1,32 do
	                wait(.05)
	                Explosion.Size = Explosion.Size + Vector3.new(2,2,2)        
	                Explosion.Transparency = Explosion.Transparency + 0.05
	            end
	            Explosion:Destroy()

with this

			Explosion:WaitForChild("StarSplash").Enabled = true
			Explosion:WaitForChild("Stars").Enabled = true
			wait(.5)
			Explosion:WaitForChild("StarSplash").Enabled = false
			Explosion:WaitForChild("Stars").Enabled = false
			wait(2)
			Explosion:Destroy()	

I've managed to fix the glitch, all i had to do is get the Booom3 part from replicated storage, delete the attatchment, make Booom3 the smallest [0.05,0.05,0.05] and put the particles in the booom3 insted of the attatchment

yes, i know i answered my own question, but i fixed it C:

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