Basically, it detects what material you're firing at. So, if it's metal, diamond plate, or corroded metal, it changes the bullet hole texture to a dent. I'm having trouble with figuring this out. If someone can help me, thanks!! Also, if you shoot something that's a model, and it has a "Humanoid" in it, it makes a blood splat on that person or creature that was shot, and makes blood splats behind them. I'd like the wound texture to be different from the actual blood splat, as well.
Granite, slate, grass, brick, concrete, cobblestone, and pebbles, plastic, and smooth splastic share the same bullet hole texture. Ice and marble share the same texture. Sand has it's own texture. And metal, corroded metal, and diamond plate share the same same texture. Wood and wooden planks also share the same texture (which are splinters.) Also, if the part is invisible, no bullet holes show up.
--Bullet hole texture script (in the script named "Settings."
BulletHoles = true; --This is whether or not bullet holes will appear where you shot
BulletHoleTexture = "http://www.roblox.com/asset/?id=190093197"; --This is the texture of the bullet hole
BulletHoleSize = 1; --This is how big the bullet hole will be in studs
BulletHoleVisibleTime = 12; --This is how long the bullet hole will be visible for
BulletHoleDisappearTime = 1; --This is how long it will take for the bullet hole to disappear
--Part in the gun's main script that creates bullet holes on parts.
function CreateBulletHole(HitPos, HitObj)
CreateShockwave(HitPos, 0.3, 0.2)
local SurfaceCF = GetHitSurfaceCFrame(HitPos, HitObj)
local SurfaceDir = CF(HitObj.CFrame.p, SurfaceCF.p)
local SurfaceDist = SurfaceDir.lookVector * (HitObj.CFrame.p - SurfaceCF.p).magnitude / 2
local SurfaceOffset = HitPos - SurfaceCF.p + SurfaceDist
local SurfaceCFrame = SurfaceDir + SurfaceDist + SurfaceOffset
local HitMark = Instance.new("Part")
HitMark.BrickColor = BrickColor.new("Black")
HitMark.Transparency = 1
HitMark.Anchored = true
HitMark.CanCollide = false
HitMark.FormFactor = "Custom"
HitMark.Size = VEC3(1, 1, 0.2)
HitMark.TopSurface = 0
HitMark.BottomSurface = 0
local Mesh = Instance.new("BlockMesh")
Mesh.Offset = VEC3(0, 0, -0.05)
Mesh.Scale = VEC3(S.BulletHoleSize, S.BulletHoleSize, 0)
Mesh.Parent = HitMark
local Decal = Instance.new("Decal")
Decal.Face = Enum.NormalId.Front
Decal.Texture = S.BulletHoleTexture
Decal.Parent = HitMark
HitMark.Parent = Gun_Ignore
HitMark.CFrame = SurfaceCFrame
if (not HitObj.Anchored) then
local Weld = Instance.new("Weld", HitMark)
Weld.Part0 = HitObj
Weld.Part1 = HitMark
Weld.C0 = HitObj.CFrame:toObjectSpace(SurfaceCFrame)
HitMark.Anchored = false
end
delay(S.BulletHoleVisibleTime, function()
if S.BulletHoleDisappearTime > 0 then
local X = 0
while true do
if X == 90 then break end
if (not Selected) then break end
local NewX = X + (1.5 / S.BulletHoleDisappearTime)
X = (NewX > 90 and 90 or NewX)
local Alpha = X / 90
Decal.Transparency = NumLerp(0, 1, Alpha)
RS:wait()
end
HitMark:Destroy()
else
HitMark:Destroy()
end
end)
end

1 comment
Are you 100% sure that'd work, because, honestly, if you look at how my script runs, it wouldn't work. Could you give me a copy of the code I posted with the changes I request? I don't know how to implement that code you posted.