And reload faster too. Thanks, supersupersnivy97
this is not possible as the speed of the rocket is based on the lag of the game.
the reload speed is just replace the RocketLauncherScript in model and delete everything in that script and add
local Tool = script.Parent local Launcher = Tool.Handle local Rocket = Instance.new("Part") Rocket.Locked = true Rocket.BackSurface = 3 Rocket.BottomSurface = 3 Rocket.FrontSurface = 3 Rocket.LeftSurface = 3 Rocket.RightSurface = 3 Rocket.TopSurface = 3 Rocket.Size = Vector3.new(1, 2.5, 1) Rocket.BrickColor = BrickColor.new(23) Rocket.FormFactor = 3 local rocketMesh = Instance.new("SpecialMesh") rocketMesh.MeshId = "http://www.roblox.com/asset/?id=31601976" rocketMesh.TextureId = "http://www.roblox.com/asset/?id=31601599" rocketMesh.Parent = Rocket local debris = game:GetService("Debris") local swooshSound local explosionSound local vCharacter local vPlayer function blow(hit, missile) if missile == nil then return end if swooshSound then swooshSound:stop() end explosion = Instance.new("Explosion") explosion.Position = missile.Position -- find instigator tag local creator = missile:FindFirstChild("creator") explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) explosion.Parent = game.Workspace if explosionSound then explosionSound:Play() end wait(.1) if missile then missile:Remove() end end function onPlayerBlownUp(part, distance, creator) if part.Name == "Head" or part.Name == "Torso" then local humanoid = part.Parent.Humanoid tagHumanoid(humanoid, creator) end end function tagHumanoid(humanoid, creator) -- tag does not need to expire if all explosions lethal if creator ~= nil then local new_tag = creator:clone() new_tag.Parent = humanoid end end function fire(vTarget) local vCharacter = Tool.Parent local vHandle = Tool:findFirstChild("Handle") if vHandle == nil then print("Handle not found") return end local direction = vTarget - vHandle.Position direction = computeDirection(direction) local missile = Rocket:clone() local pos = vHandle.Position + (direction * 10.0) missile.CFrame = CFrame.new(pos, pos + direction) * CFrame.Angles(math.pi/2, 0, 0) local creator_tag = Instance.new("ObjectValue") local vPlayer = game.Players:GetPlayerFromCharacter(vCharacter) if vPlayer == nil then print("Player not found") else if (vPlayer.Neutral == false) then -- nice touch missile.BrickColor = vPlayer.TeamColor end end local floatForce = Instance.new("BodyForce") floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0.0) floatForce.Parent = missile missile.Velocity = direction * 20.0 creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace if swooshSound then swooshSound:Play() end missile.Touched:connect(function(hit) blow(hit, missile) end) debris:AddItem(missile, 100.0) end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end swooshSound = Launcher:FindFirstChild("Swoosh") explosionSound = Launcher:FindFirstChild("Explosion") local targetPos = humanoid.TargetPoint fire(targetPos) wait(0)--change number to seconds to reload 0=no reloading Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
change the wait number to how many seconds where I said in the script
hope this helps :)
I'm pretty sure you can edit the scripts within the rocket to speed it up to your liking. I've done that on a few things before.
Go on ROBLOX Studio and add to your game the FastRocket tool.
I think i know how, I dont know if this is right but I think that if you go in the bullet script and change the speed it will work