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
tween it to 180 degrees