So basically everything has been going smooth until the new roblox update and now my barrage effect clones make the game insanely laggy.
This is the code any help on optimizing it is greatly appreciated I know this might sound lazy but it would be great if you could optimize it for me and I can review the code. I have 0 idea how to optimize and this is my last hope.
local EffectModule = require(game.ServerStorage:WaitForChild("HitEffectModule"))
local event = game:GetService("ReplicatedStorage"):WaitForChild("TheWorld").Barrage -- this is the event which fires from client to server
local TweenService = game:GetService("TweenService") -- this is a very useful function for extra effects
local Debris = game:GetService("Debris")
local Damage = 1.8
local Punched = game.Workspace.Sounds.Punched
--u can get ur own one im just using a free one as an example
local function Detect(Character)
local Hitbox = script.Hitbox:Clone()
Hitbox.Parent = workspace
Hitbox.CFrame = Character.PrimaryPart.CFrame * CFrame.new(0,0,Hitbox.Size.Z/2 * -1)
Debris:AddItem(Hitbox,.3)
local Connection
Connection = Hitbox.Touched:Connect(function(hitted)
if hitted.Parent:FindFirstChild("Humanoid") and not hitted:IsDescendantOf(Character) then
local Enemy = hitted.Parent
Enemy.Humanoid:TakeDamage(Damage)
Connection:Disconnect()
Hitbox:Destroy()
local bv = Instance.new("BodyVelocity")
bv.MaxForce = Vector3.new(1e6,1e6,1e6)
bv.Velocity = Character.PrimaryPart.CFrame.LookVector * 10
Debris:AddItem(bv,.2)
bv.Parent = Enemy.PrimaryPart
EffectModule.Gore2(Enemy.UpperTorso)
Enemy.Humanoid:LoadAnimation(script.HitAnim):Play()
Punched:Play()
Enemy.Humanoid.WalkSpeed = 3
wait(1)
Enemy.Humanoid.WalkSpeed = 16
end
end)
end
local function CreateArm(Character)
local Stand = game:GetService("ServerStorage").StandModel.TheWorld
local StartXR = math.random(150,350)/100
Detect(Character)
local StartXL = math.random(150,350)/100 * -1
local StartYR = math.random(-150,250)/100
local StartYL = math.random(-150,250)/100
local LeftArmModel = Instance.new("Model")
LeftArmModel.Name = "LeftArm"
LeftArmModel.Parent = game.Workspace
Debris:AddItem(LeftArmModel,.3)
local LLA = Stand:FindFirstChild("LeftLowerArm"):Clone()
LLA.Parent = LeftArmModel
local LUA = Stand:FindFirstChild("LeftUpperArm"):Clone()
LUA.Parent = LeftArmModel
local LH = Stand:FindFirstChild("LeftHand"):Clone()
LH.Parent = LeftArmModel
local weld1 = Instance.new("WeldConstraint")
weld1.Part0 = LH
weld1.Part1 = LLA
weld1.Parent = LH
local weld2 = Instance.new("WeldConstraint")
weld2.Part0 = LUA
weld2.Part1 = LLA
weld2.Parent = LUA
for i , v in pairs(LeftArmModel:GetDescendants()) do
if v:IsA("Texture") or v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = .2
TweenService:Create(v,TweenInfo.new(.3),{Transparency = .75}):Play()
end
if v:IsA("Motor6D") then
v:Destroy()
end
end
LeftArmModel.PrimaryPart = LLA
LeftArmModel.PrimaryPart.Anchored = true
LeftArmModel.PrimaryPart.CFrame = CFrame.new(Character.PrimaryPart.CFrame * CFrame.new(StartXL,StartYL,-1.5).p,Character.PrimaryPart.CFrame * CFrame.new(StartXL * .4,StartYL * .4,-8).p) * CFrame.Angles(math.rad(90),0,0)
TweenService:Create(LeftArmModel.PrimaryPart,TweenInfo.new(.3),{CFrame = LeftArmModel.PrimaryPart.CFrame * CFrame.new(0,-5,0)}):Play()
local RightArmModel = Instance.new("Model")
RightArmModel.Name = "LeftArm"
RightArmModel.Parent = game.Workspace
Debris:AddItem(RightArmModel,.3)
local RLA = Stand:FindFirstChild("RightLowerArm"):Clone()
RLA.Parent = RightArmModel
local RUA = Stand:FindFirstChild("RightUpperArm"):Clone()
RUA.Parent = RightArmModel
local RH = Stand:FindFirstChild("RightHand"):Clone()
RH.Parent = RightArmModel
local weld1 = Instance.new("WeldConstraint")
weld1.Part0 = RH
weld1.Part1 = RLA
weld1.Parent = RH
local weld2 = Instance.new("WeldConstraint")
weld2.Part0 = RUA
weld2.Part1 = RLA
weld2.Parent = RUA
for i , v in pairs(RightArmModel:GetDescendants()) do
if v:IsA("Texture") or v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = .2
TweenService:Create(v,TweenInfo.new(.3),{Transparency = .75}):Play()
end
if v:IsA("Motor6D") then
v:Destroy()
end
end
RightArmModel.PrimaryPart = RLA
RightArmModel.PrimaryPart.Anchored = true
RightArmModel.PrimaryPart.CFrame = CFrame.new(Character.PrimaryPart.CFrame * CFrame.new(StartXR,StartYR,-1.5).p,Character.PrimaryPart.CFrame * CFrame.new(StartXR * .4,StartYR * .4,-8).p) * CFrame.Angles(math.rad(90),0,0)
TweenService:Create(RightArmModel.PrimaryPart,TweenInfo.new(.3),{CFrame = RightArmModel.PrimaryPart.CFrame * CFrame.new(0,-5,0)}):Play()
end
event.OnServerEvent:Connect(function(Player,hold)
local Character = Player.Character
local Stand = Character:FindFirstChild(Character.Name)
if Stand then
if not Character:FindFirstChild("Barraging") then
if hold == true and Character.UsingMove.Value == false then
local barraging = Instance.new("BoolValue")
barraging.Name = "Barraging"
barraging.Parent = Character
Character.UsingMove.Value = true
Character.PrimaryPart.StandPosition.Position = Vector3.new(0,-1,-2)
local Anim = Stand.AnimationController:LoadAnimation(script.Anim)
Anim:Play()
local Sound = script.BarrageSound:Clone()
Sound.Parent = Character.PrimaryPart
Sound:Play()
local Starttime = tick()
repeat
wait(.30)
CreateArm(Character)
until tick() - Starttime >= 5 or not Character:FindFirstChild("Barraging")
Character.PrimaryPart.StandPosition.Position = Vector3.new(-2,0.7,3)
Anim:Stop()
Sound:Destroy()
Character.UsingMove.Value = false
end
else
Character:FindFirstChild("Barraging"):Destroy()
end
end
end)
