Bezier
An effect that emits a part which follows a user-defined Bezier curve.
The Bezier curve is defined by control points named in a numerical order and the tangent points inside them.
- T0 is the left tangent.
- T1 is the right tangent.
The first point can only have a right tangent, and the last point can only have a left tangent.
Summary
Attributes
The amount of seconds waited before the effect is emitted.
The amount of times a particle or an effect is emitted.
The amount of seconds the effect is delayed by.
The amount of seconds to wait before destroying the emitted object after the animation is finished.
The minimum and maximum duration of the effect.
The amount of random spread applied to the initial direction of the bezier path.
When true, emits a set amount of times per second.
Determines how many times per second an effect is emitted when Enabled.
Decides whether the effect follows its origin after being emitted.
Determines the initial direction of the bezier path.
The shape from which the parts are emitted.
Controls the percentage of the shape to use for emission, from 0 to 1.
Decides whether to emit from the entire volume or just the surface of the shape.
Controls whether the bezier path faces outwards or inwards from the shape.
When true, the path will be mirrored if it’s on the other side of the ‘End’ attachment.
The rotation in degrees applied to a path when it’s mirrored.
When true, the object will enter a projectile phase after the bezier path is completed.
The speed of the object during the projectile phase.
The minimum and maximum duration of the projectile phase.
When true, the projectile will fly in the same direction as the ‘End’ attachment.
When true, the effect will be stopped as soon as it collides with something or reaches the end of its duration/lifetime.
The tag used to create a part filter for hitbox detection.
Defines the nature of the part filter used for hitbox detection.
The collision group to use for hitbox detection.
When true, hitboxes will ignore the ‘CanCollide’ property of parts.
When true, parts will continuously align with the direction of the bezier path.
When true, parts will move at a uniform speed along the path.
Curves
Controls the easing of the animation along the bezier path.
Attributes
EmitDelay
number
The amount of seconds waited before the effect is emitted.
EmitCount
number
The amount of times a particle or an effect is emitted.
EmitDuration
number
The amount of seconds the effect is delayed by.
DestroyDelay
number
The amount of seconds to wait before destroying the emitted object after the animation is finished.
EffectDuration
NumberRange
The minimum and maximum duration of the effect.
SpreadAngle
Vector2
The amount of random spread applied to the initial direction of the bezier path.
Enabled
boolean
When true, emits the effect a set amount of times per second. A special tag is required for this attribute to work. You can add it in the ‘Behavior’ section.
Rate
number
Determines how many times per second an effect is emitted when Enabled.
SyncPosition
boolean
Decides whether the effect follows its origin after being emitted.
-
Meshes follow their ancestor attachment, or the CFrame of the Start part. If it’s the former, the rotation of the Start part is still synced (required for making spinning meshes).
-
Beziers act similar to ParticleEmitters. They simply follow the CFrame of their part or attachment parent.
-
Spin Models find their first attachment or part ancestor and follow its CFrame.
-
Shockwave Lines follow the CFrame of their origin attachment. SyncPosition Lines are useful for creating non-straight paths.
EmissionDirection
Enum
Determines the initial direction of the bezier path. Values: Top, Bottom, Left, Right, Front, Back
Shape
Enum
The shape from which the parts are emitted. Values: Box, Cylinder, Sphere, Disc
ShapePartial
number
Controls the percentage of the shape to use for emission. A value of 0.5 will only emit from half of the shape. Only applicable for Cylinder, Sphere, and Disc.
ShapeStyle
Enum
Decides whether to emit from the entire volume or just the surface of the shape. Values: Volume, Surface
ShapeFace
Enum
Controls the direction the emitted object faces. Values: InAndOut, Inward, Outward
MirrorPaths
boolean
When true, the path will be mirrored if it’s on the other side of the ‘End’ attachment.
MirrorRotation
Vector3
The rotation in degrees applied to a path when it’s mirrored.
ProjectileEnabled
boolean
When true, the object will enter a projectile phase after the bezier path is completed.
ProjectileSpeed
number
The speed of the object during the projectile phase.
ProjectileLifetime
NumberRange
The minimum and maximum duration of the projectile phase.
MatchEndDirection
boolean
When true, the projectile will fly in the same direction as the ‘End’ attachment. If false, it will fly in the same direction as its velocity at the time the projectile phase begins.
HitboxEnabled
boolean
When true, the effect will be stopped as soon as it collides with something or reaches the end of its duration/lifetime.
Hitbox detection uses GetPartsInPart
, so the part’s size matters for collisions.
HitboxFilterTag
Enum
The tag used to create a part filter for hitbox detection. The nature of the filter changes based on the ‘HitboxFilterType’ attribute.
HitboxFilterType
Enum
Defines the nature of the part filter used for hitbox detection.
- Exclude - all parts inside the filter are ignored when performing a hitbox check.
- Include - only parts inside the filter are eligible to be detected by the hitbox.
HitboxCollisionGroup
string
The collision group to use for hitbox detection. Parts with collision groups that cannot collide with the hitbox collision group are ignored.
HitboxIgnoreCanCollide
boolean
When true, hitboxes will ignore the ‘CanCollide’ property of parts.
FacePath
boolean
When true, parts will continuously align with the direction of the bezier path.
ArcSpace
boolean
When true, parts will move at a uniform speed along the path.
Curves
Easing
Controls the easing of the animation along the bezier path. It can also be used as a way to control the speed.