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Learn how to make awesome fireballs in Roblox Studio! In this quick tutorial, I’ll show you how to script falling fireballs that explode on impact. Perfect for battles, bosses, or disaster games! Script: local Debris = game:GetService("Debris") local Workspace = game:GetService("Workspace") -- Fireball Spawner Settings local FIREBALL_SIZE = 5 local DAMAGE_AMOUNT = 100 local FALL_SPEED = -100 local FIREBALL_COUNT = 1000 -- Number of fireballs per storm local SKY_HEIGHT = 300 -- Height above ground local WARNING_TIME = 3 local MIN_INTERVAL = 15 local MAX_INTERVAL = 30 --Adjust this to cover your entire map -- For example, a map roughly 1000x1000 studs local MAP_MIN = Vector3.new(-500, 0, -500) local MAP_MAX = Vector3.new(500, 0, 500) --Sound Effects local FIREBALL_SOUND_ID = "rbxassetid://130113322" local EXPLOSION_SOUND_ID = "rbxassetid://138186576" -- Function to create warning smoke local function createWarningSmoke(position) local smokePart = Instance.new("Part") smokePart.Size = Vector3.new(20, 10, 20) smokePart.Position = position + Vector3.new(0, 5, 0) smokePart.Anchored = true smokePart.CanCollide = false smokePart.Transparency = 1 smokePart.Parent = Workspace local smoke = Instance.new("Smoke") smoke.Opacity = 0.6 smoke.RiseVelocity = 10 smoke.Size = 20 smoke.Color = Color3.fromRGB(0, 255, 255) smoke.Parent = smokePart Debris:AddItem(smokePart, WARNING_TIME) end -- Function to handle fireball impact local function fireballHit(fireball, hit) if not fireball or not hit then return end local character = hit.Parent local humanoid = character and character:FindFirstChildOfClass("Humanoid") if humanoid then humanoid:TakeDamage(DAMAGE_AMOUNT) end local explosion = Instance.new("Explosion") explosion.Position = fireball.Position explosion.BlastRadius = FIREBALL_SIZE * 2 explosion.BlastPressure = 50000 explosion.ExplosionType = Enum.ExplosionType.Craters explosion.Parent = Workspace local explosionSound = Instance.new("Sound") explosionSound.SoundId = EXPLOSION_SOUND_ID explosionSound.Volume = 1 explosionSound.PlayOnRemove = true explosionSound.Parent = fireball task.delay(0.1, function() explosionSound:Destroy() end) fireball:Destroy() end -- Function to spawn fireballs randomly across map local function spawnFireballs() local positions = {} for i = 1, FIREBALL_COUNT do local x = math.random(MAP_MIN.X, MAP_MAX.X) local z = math.random(MAP_MIN.Z, MAP_MAX.Z) local spawnPos = Vector3.new(x, SKY_HEIGHT, z) table.insert(positions, spawnPos) end -- Show warning smoke for _, pos in ipairs(positions) do createWarningSmoke(Vector3.new(pos.X, 0, pos.Z)) end task.wait(WARNING_TIME) -- Drop fireballs from an angle for _, pos in ipairs(positions) do -- Pick a random angle direction (roughly diagonal) local angleDirection = Vector3.new( math.random(-1, 1), -1, -- downward math.random(-1, 1) ).Unit local distanceAbove = 200 -- height offset to make the angle visible local spawnOffset = angleDirection * -distanceAbove local startPos = pos + Vector3.new(0, distanceAbove, 0) + Vector3.new(spawnOffset.X, 0, spawnOffset.Z) local fireball = Instance.new("Part") fireball.Shape = Enum.PartType.Ball fireball.Size = Vector3.new(FIREBALL_SIZE, FIREBALL_SIZE, FIREBALL_SIZE) fireball.Material = Enum.Material.Neon fireball.Color = Color3.fromRGB(255, 69, 0) fireball.Anchored = false fireball.CanCollide = false fireball.Name = "Fireball" fireball.Position = startPos fireball.Parent = Workspace local sound = Instance.new("Sound") sound.SoundId = FIREBALL_SOUND_ID sound.Volume = 1 sound.PlayOnRemove = true sound.Parent = fireball task.delay(0.1, function() sound:Destroy() end) local fire = Instance.new("Fire") fire.Size = FIREBALL_SIZE * 2 fire.Heat = 10 fire.Parent = fireball -- Give it angled downward velocity local speed = math.abs(FALL_SPEED) fireball.AssemblyLinearVelocity = angleDirection * speed fireball.Touched:Connect(function(hit) fireballHit(fireball, hit) end) Debris:AddItem(fireball, 10) end end -- Main loop task.spawn(function() while true do local waitTime = math.random(MIN_INTERVAL, MAX_INTERVAL) task.wait(waitTime) spawnFireballs() end end)