Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

How do I make it so the bullet actually comes from the barrel?

Asked by
Xyternal 247 Moderation Voter
2 years ago

In my gun, if I stand in one spot and shoot, the bullet will come out from the barrel. If I start jumping around like an idiot with the gun, or going in circles super fast, the bullet comes out from where it was 1 second ago. How to fix? My codes.

Bullet:

function getRemote(remote)
    if remote:IsA("RemoteEvent") and remote.Name == "bulletReplicator" then
        remote.OnClientEvent:connect(fire)
    end
end

for _,remote in pairs(game.ReplicatedStorage:GetChildren()) do
    getRemote(remote)
end

game.ReplicatedStorage.ChildAdded:Connect(function(remote)
    getRemote(remote)
end)

local bulletStorage = Instance.new("Folder",workspace)

function fire(character,startPos,range,direction,gravity)
    local lastPos = startPos
    local startTime = tick()
    local tracer = getTracer()
    tracer.Position = startPos

    local rayFilter = rayFilter(character)
    while range > 0 do
        local timeLength = (tick()-startTime)
        local currentPos = startPos + (direction*timeLength)
        currentPos = applyGravity(currentPos,gravity,timeLength)
        local distance = (lastPos - currentPos).Magnitude
        range = range-distance

        local ray = workspace:Raycast(lastPos,currentPos-lastPos,rayFilter)
        if ray then
            local hit = ray.Instance
            currentPos = ray.Position
        end 
        updateTracer(tracer,lastPos,currentPos)
        if ray then
            break
        end
        lastPos = currentPos
        task.wait()
    end
    task.wait()
    tracer:Destroy()
end

function applyGravity(currentPos,gravity,timeLength)
    return currentPos+(gravity*timeLength^2)
end

function updateTracer(tracer,lastPos,rayPos)
    tracer.Size = Vector3.new(.1,.1,(lastPos-rayPos).Magnitude)
    tracer.CFrame = CFrame.new(rayPos,lastPos)*CFrame.new(0,0, -(lastPos-rayPos).Magnitude/2)
end

function rayFilter(character)
    local rayFilter = RaycastParams.new()
    rayFilter.FilterDescendantsInstances = {character,bulletStorage}
    rayFilter.FilterType = Enum.RaycastFilterType.Blacklist
    return rayFilter
end

function getTracer()
    local tracer = Instance.new("Part",bulletStorage)
    tracer.Anchored = true
    tracer.CanCollide = false
    tracer.Locked = true
    tracer.BrickColor = BrickColor.new("Gold")
    tracer.Material = Enum.Material.Neon
    return tracer
end

Mouse:

local player = game:GetService("Players").LocalPlayer
local mouse = player:GetMouse()

equipped = false
script.Parent.Equipped:Connect(function()
    equipped = true
end)
script.Parent.Unequipped:Connect(function()
    equipped = false
end)

function fireLoop()
    while firing and equipped do
        script.Parent.RemoteEvent:FireServer(mouse.Hit.p)
        task.wait(.01)
    end
    firing  = false
end
mouse.button1Down:connect(function()
    if equipped == false then
        return
    end

    local sound = Instance.new("Sound",script.Parent)
    sound.SoundId = "rbxassetid://410814187"
    sound:Play()
    sound.Ended:connect(function()
        sound:Destroy()
    end)

    mouse.button1Up:connect(function()
        firing = false
    end)
    if firing == true then return end
    firing = true
    fireLoop()
end)

local remoteEvent = script.Parent:WaitForChild("RemoteEvent",15)
remoteEvent.OnClientEvent:Connect(function()
    local hitMarker = Instance.new("Sound",script.Parent)
    hitMarker.SoundId = "rbxassetid://160432334"
    hitMarker:Play()
    hitMarker.Ended:connect(function()
        hitMarker:Destroy()
    end)
end)

1 answer

Log in to vote
0
Answered by
Puppynniko 1059 Moderation Voter
2 years ago

you need to set the origin of the gun tracer to the Barrel

Ad

Answer this question