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2

Why doesn't my bullet fly straight? *Un-answered*

Asked by
Relatch 550 Moderation Voter
9 years ago

When I click, the bullet doesn't go straight. Instead, it comes out different ways. I don't know why it does this. Help?

local tool = script.Parent
local reloading = script.Parent.Reloading
local autofire = false

function fireBullet(d)
    local bullet = Instance.new("Part")
    bullet.FormFactor = "Custom"
    bullet.Size = Vector3.new(1.5, 0.35, 0.35)
    bullet.BrickColor = BrickColor.new("White")
    bullet.Position = tool.Handle.Position + (d * 5)
    bullet.Velocity = d * 125

    local s = script.RemoveBullet:Clone()
    s.Disabled = false
    s.Parent = bullet

    local force = Instance.new("BodyForce")
    force.force = Vector3.new(0, 25, 0)
    force.Parent = bullet

    bullet.Parent = game.Workspace
end

function semiFire(d)
    fireBullet(d)
end

function burstFire(d)
    for i = 1, 3 do
        fireBullet(d)
        wait(0.15)
    end
end

function autoFire(hum, chr)
    while autofire do
        local targetPos = hum.TargetPoint
        local lookAt = (targetPos - chr.Head.Position).unit
        fireBullet(lookAt)
        wait(0.1)
    end
end

tool.Activated:connect(function()
    if tool.Enabled and not reloading.Value then
        local chr = tool.Parent
        if game.Players:GetPlayerFromCharacter(chr) == script.Parent.plr.Value then
            if chr:FindFirstChild("Humanoid") then
                if chr.Humanoid.Health > 0 then
                    reloading.Value = true
                    local hum = chr.Humanoid
                    local targetPos = hum.TargetPoint
                    local lookAt = (targetPos - chr.Head.Position).unit
                    local mode = tool.Parent.gunmode.Value
                    if mode == 1 then
                        --Semiautomatic firing
                        semiFire(lookAt)
                        wait(0.5)
                    elseif mode == 2 then
                        --Burst firing
                        burstFire(lookAt)
                        wait(1)
                    else
                        --Automatic firing
                        autofire = true
                        autoFire(hum, chr)
                    end
                    reloading.Value = false
                end
            end
        end
    end
end)

tool.Deactivated:connect(function()
    autofire = false
end)

3 answers

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0
Answered by 9 years ago

Try changing your force to this.

force.force = Vector3.new(0,100,0) -- 100 is perfect. its a mostly straight shot

If that doesn't work then put it like this

force.force = Vector3.new(100,0,0)

Or this

force.force = Vector3.new(0,0,100)
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0
Answered by 9 years ago

The mass of every object in ROBLOX is measured by it's volume. In order to get an object's volume, you have to multiple the Width by the Length by the Height.

local BrickMass = Brick.Size.X * Brick.Size.Y * Brick.Size.Z

This is for any brick.

Now that number alone only gives you mass of the object. Now we have to find out what the exact weight of that object is.

In physics, you learn that the weight of an object is simply M * g, which is the Mass of the object multiplied by the gravitational acceleration in that environment. On Earth, the gravitation acceleration is 9.81 m/s^2. This means that an object in free fall will accelerate at 9.81 m/s^2 downward. The gravitational acceleration in ROBLOX, however, is 196.2 studs/second^2. So to get the weight of the object, take the mass of the object and multiply it by the ROBLOX gravitational acceleration.

local BrickWeight = BrickMass * 196.2

Now that you have the weight of the brick, you need to put that in the force. Like this:

force.force = Vector3.new(0, BrickWeight, 0)

And there you go! That'll keep your bullet in a straight line path all the time!

FULL FUNCTION:

function fireBullet(d)
    local bullet = Instance.new("Part")
    bullet.FormFactor = "Custom"
    bullet.Size = Vector3.new(1.5, 0.35, 0.35)
    bullet.BrickColor = BrickColor.new("White")
    bullet.Position = tool.Handle.Position + (d * 5)
    bullet.Velocity = d * 125

    local s = script.RemoveBullet:Clone()
    s.Disabled = false
    s.Parent = bullet

    local BulletWeight = Bullet.Size.X * Bullet.Size.Y * Bullet.Size.Z * 196.2 --This gets the force required to keep the bullet hovering
    local force = Instance.new("BodyForce")
    force.force = Vector3.new(0, BulletWeight, 0)
    force.Parent = bullet

    bullet.Parent = game.Workspace
end
0
uh.... ok?? thanks mr. scientist. Relatch 550 — 9y
0
Wait, this still doesn't work... Relatch 550 — 9y
0
Nope. Relatch 550 — 9y
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0
Answered by 9 years ago

Look, Do like this:

function fireBullet(d)

    local bullet = Instance.new("Part")

    bullet.FormFactor = "Custom"

    bullet.Size = Vector3.new(1.5, 0.35, 0.35)

    bullet.BrickColor = BrickColor.new("White")

    bullet.CFrame = CFrame.new(script.Parent.Handle.Position,d)

    bulletForce = Instance.new("BodyVelocity", bullet)

    bulletForce.maxForce = Vector3.new(math.huge,math.huge,math.huge)

     bulletForce.velocity = bullet.lookVector * 125

    game.Debris:AddItem(bullet,3)

    local s = script.RemoveBullet:Clone()

    s.Disabled = false

    s.Parent = bullet



    local force = Instance.new("BodyForce")

    force.force = Vector3.new(0, 25, 0)

    force.Parent = bullet


    bullet.Parent = game.Workspace

end

That'd fix the bullet flying in all directions possible error thing. Aight?

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