Class
Smoke
A particle emitter with the visual aesthetic of smoke.
Smoke is one of several particle-emitting classes. Like other particle
emitters of its kind, Smoke objects emit particles when parented to a
BasePart (such as a Part) or an Attachment within such
a BasePart. Compared to the ParticleEmitter class, Smoke lacks
many different customization properties and special methods, such as
ParticleEmitter.Lifetime or ParticleEmitter:Emit(). It is
useful to create a quick special effect in a pinch; for more detailed work it
is preferable to use a ParticleEmitter instead.
When Smoke.Enabled is toggled off, particles emit by this object will
continue to render until their lifetime expires. When a Smoke object's
Instance.Parent is set to nil (and/or Instance:Destroy()ed),
all particles will instantly disappear. If this effect is not desired, try
hiding the parent object at a far away position, then removing the Smoke after
a few seconds using Debris to give the last particles a chance to
expire. This object does not have a ParticleEmitter:Clear() method,
but it is possible to set the Instance.Parent to nil and back to the
exact same object for the same effect.
Smoke particles are only emitted from the center of BasePart to which
they are parented. Parenting a Smoke object to an Attachment instead
allows customization of the particles' start position.
Properties 6#
ColorColor3 | Determines the color of the smoke particles.ReadSafe |
Enabledboolean | Determines whether smoke particles emit.ReadSafe |
Opacityfloat | Determines how opaque smoke particles render.ReadSafeNotReplicated |
RiseVelocityfloat | Determines the velocity of the smoke particles.ReadSafeNotReplicated |
Sizefloat | Determines the size of newly emit smoke particles.ReadSafeNotReplicated |
TimeScalefloat | Value between 0-1 that controls the speed of the particle effect.ReadSafe |
Color: Color3#
ReadSafe
The Color property determines the color of all the particles emit by a
Smoke object (both existing and future particles). It behaves
similarly to ParticleEmitter.Color, except that it is only one
color and not a ColorSequence. A color of white with some
Smoke.Opacity makes for a nice fog effect, and a very opaque black
color can compliment a Fire object nicely.
Enabled: boolean#
ReadSafe
The Enabled property, much like ParticleEmitter.Enabled,
determines whether smoke particles are emitted. Any particles already emit
will continue to render until their lifetime expires. This property is
useful for keeping pre-made smoke effects off until they are needed later.
Since smoke particles are destroyed when the Smoke object's
Instance.Parent is set to nil, this property is useful in
allowing existing particles the opportunity to expire before destroying
the Fire object altogether. See the function below.
Opacity: float#
NotReplicatedReadSafe
Opacity determines the opaqueness of the smoke particles. It must be in
the range [0, 1]. This property works inversely in comparison to a
part's BasePart.Transparency or ParticleEmitter's
ParticleEmitter.Transparency: a value of 0 is completely
invisible, 1 is completely visible.
The texture that Roblox uses for Smoke particles is partially
transparent, so setting this property to 1 still yields transparency in
rendered smoke.
RiseVelocity: float#
NotReplicatedReadSafe
RiseVelocity behaves similarly to ParticleEmitter.Speed and
Fire.Heat: it determines how fast the smoke particles move during
their lifetime. It must be in the range [-25, 25]. Negative values will
cause particles to emit in the bottom (-Y) direction of the parent
BasePart.
When using a Smoke effect to create fog, set this property to 0.
For large smoke effects, make the rise subtle (2 to 8). For chimneys and
smokestacks, higher values are appropriate.
Size: float#
NotReplicatedReadSafe
The Size property of Smoke determines the size of the newly emit
smoke particles. Unlike Smoke.Color, this property will not change
the size of existing particles. It must be in the range [0.1, 100]. Unlike
ParticleEmitter.Size, this property is only a number (not a
NumberSequence). Also note also that the size of the particles
is not 1-to-1 with studs; in fact, the size of the smoke particle is more
than twice as large. At the largest size, smoke particles can render
larger than 200 studs wide!
TimeScale: float#
ReadSafe
A value between 0-1 than controls the speed of the particle effect. At 1 it runs at normal speed, at 0.5 it runs at half speed, and at 0 it freezes time.
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild