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COMMUNITY QUESTION

force all particals on all grapic levels?

looking to find a way, to make all partials to appear in game, when the the graphic levels are turned down, they wont always be active. just when the its active

local glass = Ray.new(script.Parent.Position,Vector3.new(0,-100,0))

local emitter = Instance.new("ParticleEmitter")

emitter.Rate = 20
emitter.Lifetime = NumberRange.new(5,10)
emitter.Enabled = true 
 
emitter.Texture = "rbxasset://textures/particles/sparkles_main.dds" 

local colorKeypoints = {
	

	ColorSequenceKeypoint.new( 0, Color3.fromRGB(255,69,0)),  
	ColorSequenceKeypoint.new(.5, Color3.fromRGB(255,69,0)),
	ColorSequenceKeypoint.new( 1, Color3.fromRGB(255,69,0))  
}
emitter.Color = ColorSequence.new(colorKeypoints)
local numberKeypoints = {
	
	NumberSequenceKeypoint.new( 0, 1);   
	NumberSequenceKeypoint.new(.1, 0);   
	NumberSequenceKeypoint.new(.5, .25);  
	NumberSequenceKeypoint.new( 1, 1);   
}
emitter.Transparency = NumberSequence.new(numberKeypoints)
emitter.LightEmission = 1 
emitter.LightInfluence = 1 
 

emitter.EmissionDirection = Enum.NormalId.Front 
emitter.Speed = NumberRange.new(0, 0)
emitter.Drag = 0 
emitter.VelocitySpread = NumberRange.new(0, 0)
emitter.VelocityInheritance = 0 
emitter.Acceleration = Vector3.new(0, -100, 0)
emitter.LockedToPart = false 
emitter.SpreadAngle = Vector2.new(0,0) 
 

local numberKeypoints2 = {
	NumberSequenceKeypoint.new(0, 15);
	NumberSequenceKeypoint.new(1, 10);
}
emitter.Size = NumberSequence.new(numberKeypoints2)
emitter.ZOffset = -1 
emitter.Rotation = NumberRange.new(0, 360)
emitter.RotSpeed = NumberRange.new(0) 
 

local attachment = Instance.new("Attachment", script.Parent)
attachment.Position = Vector3.new(0, 5, 0)
emitter.Parent = attachment


while wait(1.1) do
	local hit,position = workspace:FindPartOnRayWithIgnoreList(glass,{script.Parent})
	if hit then
		print(hit.Name)
		local p = Instance.new("Part",workspace)
		p.Anchored = true
		p.CFrame = CFrame.new(position)
		p.Size = Vector3.new(1,1,1)
		p.Transparency = 1
		p.Parent = script.Parent.parthold
		
		function Convert(target)
			
			change = Instance.new("Fire")
			change.Parent = script.Parent.parthold.Part
			
		end
		
		changepart = script.Parent.parthold.Part
		changepart.Touched:Connect(Convert)
		
	
		local e = Instance.new("Explosion",script.Parent.parthold.Part)
		e.ExplosionType = 0
		e.Position = p.Position
		e.Visible = false
		
		
		
		game:GetService("Debris"):AddItem(p,1)
	end
end

1 answer

fixed by doing

local glass = Ray.new(script.Parent.Position,Vector3.new(0,-100,0))

local emitter = Instance.new("ParticleEmitter")

emitter.Rate = 20
emitter.Lifetime = NumberRange.new(5,10)
emitter.Enabled = true 
 
emitter.Texture = "rbxasset://textures/particles/sparkles_main.dds" 

local colorKeypoints = {
	

	ColorSequenceKeypoint.new( 0, Color3.fromRGB(255,69,0)),  
	ColorSequenceKeypoint.new(.5, Color3.fromRGB(255,69,0)),
	ColorSequenceKeypoint.new( 1, Color3.fromRGB(255,69,0))  
}
emitter.Color = ColorSequence.new(colorKeypoints)
local numberKeypoints = {
	
	NumberSequenceKeypoint.new( 0, 1);   
	NumberSequenceKeypoint.new(.1, 0);   
	NumberSequenceKeypoint.new(.5, .25);  
	NumberSequenceKeypoint.new( 1, 1);   
}
emitter.Transparency = NumberSequence.new(numberKeypoints)
emitter.LightEmission = 1 
emitter.LightInfluence = 1 
 

emitter.EmissionDirection = Enum.NormalId.Front 
emitter.Speed = NumberRange.new(0, 0)
emitter.Drag = 0 
emitter.VelocitySpread = NumberRange.new(0, 0)
emitter.VelocityInheritance = 0 
emitter.Acceleration = Vector3.new(0, -100, 0)
emitter.LockedToPart = false 
emitter.SpreadAngle = Vector2.new(0,0) 
 

local numberKeypoints2 = {
	NumberSequenceKeypoint.new(0, 15);
	NumberSequenceKeypoint.new(1, 10);
}
emitter.Size = NumberSequence.new(numberKeypoints2)
emitter.ZOffset = -1 
emitter.Rotation = NumberRange.new(0, 360)
emitter.RotSpeed = NumberRange.new(0) 
 

local attachment = Instance.new("Attachment", script.Parent)
attachment.Position = Vector3.new(0, 5, 0)
emitter.Parent = attachment

while wait() do
	emitter:Emit()  --- place emit on loop
end



while wait(1.1) do
	local hit,position = workspace:FindPartOnRayWithIgnoreList(glass,{script.Parent})
	if hit then
		print(hit.Name)
		local p = Instance.new("Part",workspace)
		p.Anchored = true
		p.CFrame = CFrame.new(position)
		p.Size = Vector3.new(1,1,1)
		p.Transparency = 1
		p.Parent = script.Parent.parthold
		
		function Convert(target)
			
			change = Instance.new("Fire")
			change.Parent = script.Parent.parthold.Part
			
		end
		
		changepart = script.Parent.parthold.Part
		changepart.Touched:Connect(Convert)
		
	
		local e = Instance.new("Explosion",script.Parent.parthold.Part)
		e.ExplosionType = 0
		e.Position = p.Position
		e.Visible = false
		
		
		
		game:GetService("Debris"):AddItem(p,1)
	end
end

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