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How to fix my raycasting system for my turret?

Asked by 3 years ago

Hi, I wanted to ask how to make a raycasting system for my turret 'cause I tried to create one but it never seemed to work. I know how the new raycasting functions work, but I don't know how to use them in a way so the turret will work! By the way, I tried to make the turret by attempting to rescript the raycasting used in this video:

local RS = game:GetService("ReplicatedStorage")
local bullet = RS:WaitForChild("Bullet")

local Turret = script.Parent

local fireRate = 1


local Damage = 20
local bulletSpeed = 250
local detectDistance = 50

while wait(fireRate) do



    local target = nil
    for i, v in pairs(game.Workspace:GetChildren()) do
        local human = v:FindFirstChild("Humanoid")
        local torso = v:FindFirstChild("Torso")
        if human and torso and human.Health > 0 then
            if (torso.Position - Turret.Position).magnitude <= detectDistance then
                local raycastParams = RaycastParams.new()
                raycastParams.FilterDescendantsInstances = {workspace.Turret}
                raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

                local BulletPathResult = 
                workspace:Raycast(Turret.Position,(torso.Position - Turret.Position).Unit*detectDistance, raycastParams)

                -- Problem begins here
                if BulletPathResult.Instance == torso then
                    print("Targeting the humanoid")
                else 
                    print("Object is in the way")
                end
                --problem ends here
            end
        end

        if target then
            local torso = target

            Turret.CFrame = CFrame.new(Turret.Position, torso.Position)

            wait(fireRate)
            local bulletClone = bullet:Clone()
            bulletClone.Parent = game.Workspace
            bulletClone.Position = Turret.Position

            bulletClone.Velocity = Turret.CFrame.LookVector * bulletSpeed

            bulletClone.Touched:Connect(function(hit)
                local human = hit.Parent:FindFirstChild("Humanoid")
                if human then
                    human:TakeDamage(Damage)
                end

                wait(3)
                bulletClone:Destroy()
            end)
        end
    end
end

1 answer

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0
Answered by
TGazza 1336 Moderation Voter
3 years ago

Kinda sounds like your targeting code is getting confused with things in the workspace.

try this code:

local RS = game:GetService("ReplicatedStorage")
local bullet = RS:WaitForChild("Bullet")

local Turret = script.Parent

local fireRate = 1


local Damage = 20
local bulletSpeed = 250
local detectDistance = 50

--// new function for handling the targeting code. This simply finds the Closest humanoid in the workspace
function getHumanoidTarget()
    local target = nil
    local Dist = detectDistance 
    for k,v in pairs(workspace:GetChildren()) do -- replace workspace:GetChildren() with workspace:GetDescendants() for a more full but slow search 
        local Humanoid = v:FindFirstChildOfClass("Humanoid")
        local Torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
        if(Humanoid ~= nil and Humanoid.Health > 0 and Torso ~= nil) then
            local dist = (Torso.Position - Turret.Position).magnitude
            if(dist < Dist) then
                Dist = dist
                target = v
            end
        end
    end
    return target
end

while wait(fireRate) do

    local target = nil
    local tgt = getHumanoidTarget() -- Call our new Targeting function
    if(tgt ~= nil) then -- we've got a target!
        local torso = tgt:FindFirstChild("Torso") or tgt:FindFirstChild("HumanoidRootPart")
        if(torso ~= nil) then -- It has a torso or HumanoidRootPart!
        if (torso.Position - Turret.Position).magnitude <= detectDistance then -- woot we can see it!
            local raycastParams = RaycastParams.new()
            raycastParams.FilterDescendantsInstances = {workspace.Turret}
            raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

            local BulletPathResult = workspace:Raycast(Turret.Position,(torso.Position - Turret.Position).Unit*detectDistance, raycastParams)

            -- Problem begins here -- should be fixed!
                if BulletPathResult.Instance == torso 
                    or BulletPathResult.Instance.Parent:FindFirstChild(torso.Name) then -- remove this bit to make it less precise in targeting 
                print("Targeting the humanoid")
                    target = torso
            else 
                target = nil
                print("Object is in the way")
            end
            --problem ends here
        end
        end
        if target then
            local torso = target

            Turret.CFrame = CFrame.new(Turret.Position, torso.Position)

            print("Fire")
            local bulletClone = bullet:Clone()
            bulletClone.Parent = game.Workspace
            bulletClone.Position = Turret.Position
            bulletClone.Velocity = Turret.CFrame.LookVector * bulletSpeed
            bulletClone.Touched:Connect(function(hit)
                local human = hit.Parent:FindFirstChild("Humanoid")
                if human then
                    human:TakeDamage(Damage)
                    bulletClone:Destroy() -- Had to add this here as it would instantly kill you lolz
                end
                wait(3)
                bulletClone:Destroy()
            end)
        end
    end
end


a remix of your turret code to follow the target humanoid when it "sees it" :)

Integrated FPS code used for the Firing sequence, Since this code is running every game tick!.

Make the turret Follow you and fire code:

local RS = game:GetService("ReplicatedStorage")
local bullet = RS:WaitForChild("Bullet")

local Turret = script.Parent

local fireRate = 1


local Damage = 20
local bulletSpeed = 250
local detectDistance = 50


function getHumanoidTarget()
    local target = nil
    local Dist = detectDistance 
    for k,v in pairs(workspace:GetChildren()) do
        local Humanoid = v:FindFirstChildOfClass("Humanoid")
        local Torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
        if(Humanoid ~= nil and Humanoid.Health > 0 and Torso ~= nil) then
            local dist = (Torso.Position - Turret.Position).magnitude
            if(dist < Dist) then
                Dist = dist
                target = v
            end
        end
    end
    return target
end

local t = 0

local FPS = 0
local time = tick()


while true do
    --// FPS Code 
    local NowTime = tick()
    local dt = NowTime - time
    time = tick()

    local FPS = (1/dt) -- the frames per second we're running at!
    --// End of FPS Code


    local target = nil
    local tgt = getHumanoidTarget()
    if(tgt ~= nil) then
        local torso = tgt:FindFirstChild("Torso") or tgt:FindFirstChild("HumanoidRootPart")
        if(torso ~= nil) then
        if (torso.Position - Turret.Position).magnitude <= detectDistance then
            local raycastParams = RaycastParams.new()
            raycastParams.FilterDescendantsInstances = {workspace.Turret}
            raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

            local BulletPathResult = workspace:Raycast(Turret.Position,(torso.Position - Turret.Position).Unit*detectDistance, raycastParams)

            -- Problem begins here -- should be fixed!
                if BulletPathResult.Instance == torso 
                    or BulletPathResult.Instance.Parent:FindFirstChild(torso.Name) then
                print("Targeting the humanoid")
                    target = torso
            else 
                target = nil
                print("Object is in the way")
            end
            --problem ends here
        end
        end
        if target then
            local torso = target

            Turret.CFrame = CFrame.new(Turret.Position, torso.Position)
            if(t%math.floor((fireRate*FPS) +0.5) == 0) then -- fire according to fireRate * FPS 
                print("Fire")
                local bulletClone = bullet:Clone()
                bulletClone.Parent = game.Workspace
                bulletClone.Position = Turret.Position

                bulletClone.Velocity = Turret.CFrame.LookVector * bulletSpeed

                bulletClone.Touched:Connect(function(hit)
                    local human = hit.Parent:FindFirstChild("Humanoid")
                    if human then
                        human:TakeDamage(Damage)
                        bulletClone:Destroy()
                    end
                    wait(3)
                    bulletClone:Destroy()
                end)
            end
        end
    end
    wait()
    -- advance time by 1 tick...
    t = t +1
end
0
Thanks a lot! I'll implement this later to my turret, I just have one question, that is do I have to use both scripts or I just choose the system I want to use? (I want to use the first one just because it's easier to understand for me and I haven't leaned about stuff like ticks and stuff like that yet.) AdamBolt2 7 — 3y
0
either one will work., the 2nd one works on game tick. though its a little buggy when it comes to changing the firerate (it tends to be a machinegun or not fire sometimes), since i wrote it in 5 mins lol :P TGazza 1336 — 3y
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