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?

1 comment

0

tween it to 180 degrees