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Currently emitted particles do not stay after parented part's destruction, does anyone know why?

Asked by 7 years ago
Edited 7 years ago

So, I have created a gun that shoots projectiles with particles emitters within them. But, I've noticed that as soon as the projectile is destroyed, the particles that have already been deployed from the part are also destroyed. This has been bothering me for a quite a while as it looks terrible on the visual side of things. I do not want to result to making a loop keeping an external part with the desired particle emitter at the projectile's CFrame, this would be terribly inefficient and expensive in terms of lag. Anyone have any other suggestions to counter this? Anyways, your time and consideration you have spent here is appreciated.

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Have you tried changing the parent of the particle emitter then destroying the part and finally after x amount of time remove the emitter User#5423 17 — 7y
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Does the new trail effects cater to the effect you desire? Pejorem 164 — 7y
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Another option is to make the projectile invisible instead of destroying it, then after a 'wait', destroy it. (You may need to move the projectile to some far-away place so that it cannot be seen by players.) It isn't laggy to 'wait' before Destroying something. chess123mate 5873 — 7y
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Don't forget to turn CanCollide off too to get the desired effect that it is "gone" before it is actually gone. hiimgoodpack 2009 — 7y

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