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Self explanatory, here's my config and the code that triggers the stuff.
localBloodEngineEngine=BloodEngine.new({
Limit=250, -- Sets the maximum number of droplets that can be created.Type="Decal", -- Defines the droplet type. It can be either "Default" (Sphere) or "Decal",RandomOffset=false, -- Determines whether a droplet should spawn at a random offset from a given position.OffsetRange= {-5, 4}, -- Specifies the offset range for the position vectors.DropletVelocity= {1, 2}, -- Controls the velocity of the emitted droplet.DropletDelay= {0.05, 0.1}, -- Sets the delay between emitting droplets in a loop (for the EmitAmount method).StartingSize=Vector3.new(0.01, 0.7, 0.01), -- Sets the initial size of the droplets upon landing.Expansion=true, -- Determines whether a pool can expand when a droplet lands on it.MaximumSize=2.5, -- Sets the maximum size a pool can reach.
})
Here's the spawning function I use;
functionSpawnBlood(Origin, Direction)
fori=0,70dotask.wait(0.04)
BloodEngineEngine:EmitAttachment(Origin, Direction) -- I have modified init.luau to support attachments, theoretically; it should not bypass filtering.endend
Modified segment. (entire new function)
functionBloodEngine:EmitAttachment(Origin:Attachment, Direction:Vector3, Data:Settings.Class?)
-- Class definitionslocalEngine:Operator.Class=self.ActiveEngineassert(Origin:IsA("Attachment"), "[BloodEngine] What the lordy lord just happened")
-- Variable definitionsDirection=DirectionorFunctions.GetVector({ -10, 10 }) /10-- Emit a single dropletEngine:Emit(Origin.WorldPosition, Direction, Data)
end
Self explanatory, here's my config and the code that triggers the stuff.
Here's the spawning function I use;
Modified segment. (entire new function)
And the
UpdateSettings()
if it's relevant.The text was updated successfully, but these errors were encountered: