Roblox - Advanced Weed Blunt - System [hot]

Designing an Advanced Weed Blunt System in Roblox: A Technical Architecture Guide

: Set a NumberSequence starting at 0.2 and scaling up to 1.5 . Roblox - Advanced Weed Blunt System

Organize your project in the window exactly like this: πŸ“‚ ReplicatedStorage πŸ“‚ BluntSystem 🎬 BluntAnimation (Animation object) πŸ”Š SizzleSound (Sound object) πŸ”Š CoughSound (Sound object) πŸ“‘ BluntRemote (RemoteEvent) πŸ“‚ StarterPack πŸ›‘οΈ AdvancedBlunt (Tool) 🧱 Handle (Part - Main body) ✨ TipAttachment (Attachment at the very end of the blunt) πŸ’¨ SmokeParticles (ParticleEmitter) πŸ”₯ GlowParticles (ParticleEmitter) πŸ“œ BluntLocalScript (LocalScript) πŸ“‚ ServerScriptService πŸ“œ BluntServerScript (Script) 🟒 2. Setting Up the Assets & Visual Effects Designing an Advanced Weed Blunt System in Roblox:

Tip (An invisible Attachment point at the glowing end for particles) SmokeParticles (ParticleEmitter) LocalScript (Handles user input and local animations) Roblox - Advanced Weed Blunt System

Blunts on the ground (dropped items) should have a Debris:AddItem(droppedBlunt, 120) so they auto-delete after 2 minutes to prevent lag.

Designing an Advanced Weed Blunt System in Roblox: A Technical Architecture Guide

: Set a NumberSequence starting at 0.2 and scaling up to 1.5 .

Organize your project in the window exactly like this: πŸ“‚ ReplicatedStorage πŸ“‚ BluntSystem 🎬 BluntAnimation (Animation object) πŸ”Š SizzleSound (Sound object) πŸ”Š CoughSound (Sound object) πŸ“‘ BluntRemote (RemoteEvent) πŸ“‚ StarterPack πŸ›‘οΈ AdvancedBlunt (Tool) 🧱 Handle (Part - Main body) ✨ TipAttachment (Attachment at the very end of the blunt) πŸ’¨ SmokeParticles (ParticleEmitter) πŸ”₯ GlowParticles (ParticleEmitter) πŸ“œ BluntLocalScript (LocalScript) πŸ“‚ ServerScriptService πŸ“œ BluntServerScript (Script) 🟒 2. Setting Up the Assets & Visual Effects

Tip (An invisible Attachment point at the glowing end for particles) SmokeParticles (ParticleEmitter) LocalScript (Handles user input and local animations)

Blunts on the ground (dropped items) should have a Debris:AddItem(droppedBlunt, 120) so they auto-delete after 2 minutes to prevent lag.