Code:

wait(4)
script.Parent.Ferid.OnServerEvent:Connect(function(Player, Mouse)
	local maxrange = 100
	script.Parent.Parent.Parent.Data.Tries.Value = script.Parent.Parent.Parent.Data.Tries.Value + 50
	local AlreadyTouched = false
	local Character = Player.Character or Player.CharacterAdded:wait()
	local torso = Character.UpperTorso
	local Shower = game.ReplicatedStorage.FireShower:Clone()
	Shower.Parent = game.Workspace
	for i,v in pairs(Shower:GetDescendants()) do
		if v:IsA("Part") then
			local ray = Ray.new(Character.HumanoidRootPart.CFrame.p, (Mouse.p - Character.HumanoidRootPart.CFrame.p).Unit * 100)
			local endPos = ray.Origin + ray.Direction
			local distance = (Mouse.Position-torso.Position).Magnitude
			if distance < maxrange then
				v.CFrame = v.CFrame + Mouse*Vector3.new(Mouse.Position,Mouse.Position,Mouse.Position)
			else
				v.CFrame = v.CFrame + endPos
			 end
	end
		v.Touched:Connect(function(hit)
	if hit.Parent.Name ~= nil then
		
		local yo = hit.Parent:findFirstChild("Humanoid")
		if yo == Character.Humanoid then
			yo.Health = yo.Health - 0
		else
			local tween = game:GetService("TweenService")
			local boom = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0)
			local boomprop = {Anchored = true;CanCollide = false;Transparency = 1;Size = Vector3.new(48,48,48) }
			local ew = tween:Create(v,boom,boomprop)
			ew:Play()
			yo.Health = yo.Health - Player.Data.FireDamage.Value
			wait(1.5)
			Shower:Destroy()

	end
		end
	end)
	end
	end)
	
	
	

In the code above, I tried to make my fire move have an explosion effect whenever it touched something with collision turned on. I didn't make the fire shower itself uncollidable so that it wouldn't malfunction. The question is, whenever I launch the skill, the first 5-6 uses of this the fire shower explodes in the air without touching anything(Doesn't explode immediately after spawning it though). After those 5-6 moves, in the 7+ uses the fire shower bounces off a surface first and after 0.4 seconds or something it'll explode. Why does it behave like that?

5 comments

0

Remote Events/Functions always have a delay due to the time it takes for data to be sent from the server to the client vice versa.

0

is there a way to fix this or am I just gonna have to deal with it?

0

You can tween in the client as well. In fact, that is what you should be doing. On the client to give immediate feedback. It feels smoother that way.

0

Also I encourage a better variable name rather than "Mouse". You're sending the Hit of the mouse, not the mouse itself. It's misleading.

0

I'll rename the mouse, can you please tell me how do you tween in the client?