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| 05 Jun 2015 03:27 PM |
| How would i make a spark such as lightning come from a players chest? |
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xlaser23
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| Joined: 10 Dec 2011 |
| Total Posts: 20341 |
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| 05 Jun 2015 03:36 PM |
| ^ good but not good :) Any precise links? |
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| 05 Jun 2015 03:47 PM |
You could place a ParticleEmitter in the player's torso.
Have the texture be your lightning/spark/whatever and either have it insert that or make of a clone of it from somewhere and move the clone into the Torso. |
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| 05 Jun 2015 03:48 PM |
| If you want wiki links, here you go: http://wiki.roblox.com/index.php?title=ParticleEmitter |
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| 05 Jun 2015 10:57 PM |
| serious rotation maths and some building skills |
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| 05 Jun 2015 11:01 PM |
| Any good like tutorial like things? |
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| 05 Jun 2015 11:05 PM |
| probably grade 7 - 8 math class is the best tutorial for rotation maths since you learn math.pi and angles and geometry and stuff. |
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xlaser23
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| Joined: 10 Dec 2011 |
| Total Posts: 20341 |
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| 05 Jun 2015 11:46 PM |
| Make new instances on the torso.. |
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| 06 Jun 2015 12:26 AM |
| Well, what I would do is I would start by placing a node a certain distance from the torso, then continue with that vector and add more nodes of equal distance to the node before it. Then I would go through each node and 'suggest' a random offset to give it a lightning bolt look. Determine if the node is too far off the lighting's vector using this formula: cos a = [(u1*v1)+(u2*v2)]/[(u1^2+u2^2)^.5]*[(v1^2+v2^2)^.5] and check to see if the cosine value is within the prefered range. Do this for each node. Lastly, connect the nodes with parts with CFrame.new(nodeBefore, nodeAfter) and then measure the distance between the two nodes, resize the part, and place the part in the direct center of the two nodes. Repeat for each node. |
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