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COMMUNITY QUESTION

How can I make the blaster not shoot the orange/blue laser after the normal laser?

Hey

As the title says, the tool will shoot the orange/blue laser after the normal laser (The normal Is white)

Script:

local Tool = script.Parent

Tool.RemoteEvent.OnServerEvent:Connect(function()
	local GastGun = game:GetService("ReplicatedStorage").VisualEffectMesh["Gast Gun"]:Clone()
	game:GetService("Debris"):AddItem(GastGun,5)
	GastGun.Parent = game.Workspace
	GastGun.Position = Tool.Parent.Torso.Position
	GastGun.Orientation = Tool.Parent.Torso.Orientation
	GastGun.Transparency = 1
	local TweenProperties = {
		CFrame = GastGun.CFrame + (GastGun.CFrame.LookVector*5),
		Transparency = 0
	}
	local Tweeninfo = TweenInfo.new(
		1,
		Enum.EasingStyle.Bounce,
		Enum.EasingDirection.Out,
		0,
		false,
		0
	)
	local Tween = game:GetService("TweenService"):Create(GastGun,Tweeninfo,TweenProperties)
	Tween:Play()
	Tool.Parent.Sounds.OhGodNo:Play()
	wait(0.469)
	local LaserType = math.random(1,10)
	
	if LaserType ~= 5 or 10 then
		local LASER = game:GetService("ReplicatedStorage").VisualEffectMesh["Lazer"]:Clone()
		game:GetService("Debris"):AddItem(LASER,5)
		Tool.Parent.Sounds.Death:Play()
		LASER.Parent = game.Workspace
		LASER.Position = GastGun.Position
		LASER.Orientation = GastGun.Orientation
		LASER.CFrame = LASER.CFrame + (LASER.CFrame.LookVector*17)
		GastGun.Position = GastGun.Position + Vector3.new(0,5,0)
		for i=0, 10 do
			LASER.Size = LASER.Size + Vector3.new(0.1,1,10)
			LASER.CFrame = LASER.CFrame * CFrame.new(0,0,-10/2)
			LASER.Touched:Connect(function(hit)
				local humanoid = hit.Parent:WaitForChild("Humanoid")
				if humanoid ~= Tool.Parent.Humanoid then
					humanoid:TakeDamage(math.random(1,5))
					wait(0.1)
				end
			end)
			wait()
		end
		game:GetService("Debris"):AddItem(LASER,0)
		game:GetService("Debris"):AddItem(GastGun,0)
	end
	if LaserType == 5 then
		local LASER = game:GetService("ReplicatedStorage").VisualEffectMesh["Lazer"]:Clone()
		game:GetService("Debris"):AddItem(LASER,5)
		Tool.Parent.Sounds.Death:Play()
		LASER.Parent = game.Workspace
		LASER.Position = GastGun.Position
		LASER.Orientation = GastGun.Orientation
		LASER.CFrame = LASER.CFrame + (LASER.CFrame.LookVector*17)
		LASER.BrickColor = BrickColor.new("Neon orange")
		GastGun.Position = GastGun.Position + Vector3.new(0,5,0)
		for i=0, 10 do
			LASER.Size = LASER.Size + Vector3.new(0.1,1,10)
			LASER.CFrame = LASER.CFrame * CFrame.new(0,0,-10/2)
			LASER.Touched:Connect(function(hit)
				local humanoid = hit.Parent:WaitForChild("Humanoid")
				if humanoid ~= Tool.Parent.Humanoid then
					local WalkSpeed = humanoid.Running:Connect(function(Speed)
						if Speed < 1 then
							humanoid:TakeDamage(math.random(1,5))
							wait(0.1)
						end
					end)
				end
			end)
			wait()
		end
		game:GetService("Debris"):AddItem(LASER,0)
		game:GetService("Debris"):AddItem(GastGun,0)
	end
	if LaserType == 10 then
		local LASER = game:GetService("ReplicatedStorage").VisualEffectMesh["Lazer"]:Clone()
		game:GetService("Debris"):AddItem(LASER,5)
		Tool.Parent.Sounds.Death:Play()
		LASER.Parent = game.Workspace
		LASER.Position = GastGun.Position
		LASER.Orientation = GastGun.Orientation
		LASER.CFrame = LASER.CFrame + (LASER.CFrame.LookVector*17)
		LASER.BrickColor = BrickColor.Blue()
		GastGun.Position = GastGun.Position + Vector3.new(0,5,0)
		for i=0, 10 do
			LASER.Size = LASER.Size + Vector3.new(0.1,1,10)
			LASER.CFrame = LASER.CFrame * CFrame.new(0,0,-10/2)
			LASER.Touched:Connect(function(hit)
				local humanoid = hit.Parent:WaitForChild("Humanoid")
				if humanoid ~= Tool.Parent.Humanoid then
					local WalkSpeed = humanoid.Running:Connect(function(Speed)
						if Speed > 1 then
							humanoid:TakeDamage(math.random(1,5))
							wait(0.1)
						end
					end)
				end
			end)
			wait()
		end
		game:GetService("Debris"):AddItem(LASER,0)
		game:GetService("Debris"):AddItem(GastGun,0)
	end
end)

1 answer

instead of using LaserType try making a if statement with whatever condition you want

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