The Client Script
--//Variables local Cooldown = false local CDTIME = 26 local Player = game.Players.LocalPlayer local Tool = script.Parent Tool.Equipped:Connect(function() Tool.RemoteEvent:FireServer() game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 0 local Animation = Tool.Animation local animationTrack = Player.Character.Humanoid:LoadAnimation(Animation) animationTrack.Priority = Enum.AnimationPriority.Action animationTrack:Play() Tool.Sound:Play() wait(2.5) game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 30 Tool.Unequipped:Connect(function() Tool.Sound:Stop() animationTrack:Stop() end) end)
The Server Script
--//Variables local Tool = script.Parent local Cooldown = false local CDTIME = 0 Tool.RemoteEvent.OnServerEvent:Connect(function(Player) --//Cooldown if Cooldown then return end Cooldown = true spawn(function() wait(CDTIME) Cooldown = false end) Tool.Unequipped:Connect(function() Tool.Handle.Attachment.ParticleEmitter.Transparency = NumberSequence.new(1) Tool.Handle.ParticleEmitter1.Transparency = NumberSequence.new(1) Tool.Handle.ParticleEmitter1.Size = NumberSequence.new(.5) Tool.Handle.Attachment.ParticleEmitter.Size = NumberSequence.new(.5) end) --//Grow wait(1.5) Tool.Handle.Attachment.ParticleEmitter.Transparency = NumberSequence.new(0) Tool.Handle.ParticleEmitter1.Transparency = NumberSequence.new(0) wait(.15) Tool.Handle.Attachment.ParticleEmitter.Size = NumberSequence.new(0.6) Tool.Handle.ParticleEmitter1.Size = NumberSequence.new(0.6) wait(.15) Tool.Handle.Attachment.ParticleEmitter.Size = NumberSequence.new(0.7) Tool.Handle.ParticleEmitter1.Size = NumberSequence.new(0.7) wait(.15) Tool.Handle.Attachment.ParticleEmitter.Size = NumberSequence.new(0.8) Tool.Handle.ParticleEmitter1.Size = NumberSequence.new(0.8) wait(.15) Tool.Handle.Attachment.ParticleEmitter.Size = NumberSequence.new(0.9) Tool.Handle.ParticleEmitter1.Size = NumberSequence.new(0.9) wait(.15) Tool.Handle.Attachment.ParticleEmitter.Size = NumberSequence.new(1) Tool.Handle.ParticleEmitter1.Size = NumberSequence.new(1) --//Explosion & Damage & Knockback Tool.Handle.Touched:Connect(function(hit) if hit and hit.Parent:FindFirstChild("Humanoid") then local EnemyHumanoid = hit.Parent:FindFirstChild("Humanoid") local EnemyChar = EnemyHumanoid.Parent if hit.Parent == Player.Character then return end EnemyHumanoid:TakeDamage(5) local TweenService = game:GetService("TweenService") local Part = Instance.new("Part",workspace) Part.Anchored = true Part.CFrame = hit.Parent.HumanoidRootPart.CFrame Part.CanCollide = false Part.Size = Vector3.new(20,20,20) Part.Shape = Enum.PartType.Ball Part.BrickColor = BrickColor.new("Toothpaste") Part.Material = Enum.Material.Neon local info = TweenInfo.new( 2, Enum.EasingStyle.Quad, Enum.EasingDirection.In, 2, false, 0 ) local goal = { CFrame = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(280),0) } local Tween = TweenService:Create(Part,info,goal) Tween:Play() hit.Parent.HumanoidRootPart.Velocity = Vector3.new(0,50,100) wait(.3) hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, -34) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, -68) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, -102) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, -136) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, -170) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, 156) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, 122) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, 88) wait() hit.Parent.HumanoidRootPart.Orientation = Vector3.new(0, 0, 40) wait() end end) end)
Here is a gif of what is happening: https://gyazo.com/8e0e4a60f555e1b5d3ac3670c107cc55
How do I make it so the part rotates buts stays still right now it does not work at all. I want the blue neon part to rotate and stay in a ball formation but it asks me for all the easing style and other stuff so it messes it up? Kinda like simulating an explosion?