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Issue with gun script?

Asked by
WVPII 5
9 years ago

Writing a gun script, and I have two errors at the moment. The first one, the arms are totally messed up in where the appear, and me changing the radians seems to have little to no effect. Secondly, the player can bizarrely fire without the gun being equipped which is only just arised. It deals damage where I click which is the most suprising thing, as I used a raycast system


--[[SETTINGS]]-- DAMAGE = 30 -- Set this to how much damage you want the gun to do RPM = 600 -- How many rounds a minute can the gun fire? FIRING_RATE = 60 / RPM RELOAD_TIME = 2 -- Set this to how long you want to take to reload MAX_AMMO = 10 -- Max ammo in a clip GUN_NAME = "Mah Laser" -- What doy ou want the gun to be called SOUND = true -- If you want to have sound in your gun, place the sound in the main SOUND_ID = 132204152 --[[SETTINGS/]]-- local camera = workspace.CurrentCamera ammo = MAX_AMMO -- How much ammo in a clip do you want? ammostore = 100 -- How many stored rounds do you want? main = script.Parent.Main GUI = script.ScreenGui local mouse = game.Players.LocalPlayer:GetMouse() print("Mouse has been gotten") player = game.Players.LocalPlayer char = player.Character lastap = false -- Weld script by SCARFACIAL (I'm lazy and this is a good script) local Welds = {} local Handle = script.Parent:WaitForChild("Handle") for _,Part in pairs(script.Parent:GetChildren()) do if Part:IsA("BasePart") and Part ~= Handle then local Weld = Instance.new("Weld") Weld.C1 = Part.CFrame:toObjectSpace(Handle.CFrame) Welds[Weld] = Part Part.Anchored = false Part.CanCollide = false end end Handle.Anchored = false local function ApplyWelds() for Weld, Part in pairs(Welds) do Weld.Part0 = Handle Weld.Part1 = Part Weld.Parent = game:FindFirstChild("JointsServicee") or Handle end end script.Parent.AncestryChanged:connect(ApplyWelds) --End of weld local tool = script.Parent reloading = false function reloadGun(name, state, input) GUI.Frame.TextBox.Text = ammo .. " / " .. ammostore if state == Enum.UserInputState.Begin then print("reload key has been pressed") if ammostore > 0 and ammo < MAX_AMMO then reloading = true local difference = MAX_AMMO - ammo print(difference) ammo = ammo + difference ammostore = ammostore - difference local gui = Instance.new("TextBox", GUI) local i = 0 gui.FontSize = Enum.FontSize.Size14 gui.Font = Enum.Font.ArialBold gui.TextColor3 = Color3.new(255, 255, 255) while i <= 2 do gui.Position = UDim2.new() local guiDeltaPosition = gui.AbsolutePosition gui.Position = UDim2.new(0,mouse.X + 50 - guiDeltaPosition.X,0,mouse.Y - guiDeltaPosition.Y) local x = "" gui.Text = "Reloading" .. x if i == 0.5 then x = "." elseif i == 1 then x = ".." elseif i == 1.5 then x = "..." end i = i + 0.001 wait(0.001) end gui:Destroy() -- move the lesser of what you have and what you want --[[ local move = math.min(ammostore, MAX_AMMO) ammo = ammo + move ammostore = ammostore - move ]] wait(RELOAD_TIME) reloading = false end end end -- Listen for reload action local CAS = game:GetService("ContextActionService") CAS:BindAction("ReloadGun", reloadGun, true, Enum.KeyCode.R, Enum.KeyCode.ButtonX) local firing = false tool.Equipped:connect(function(mouse) --[[local RA = RightArm local Torso = Torso local weld = Instance.new("Weld",RA) weld.C0 = RA.CFrame:inverse() weld.C1 = Torso.CFrame:inverse() weld.Part0 = RA weld.Part1 = Torso ]] ---- I need help with this bit if not lastap then local la = char["Left Arm"] local la2 = la:Clone() la2.Parent = char la2.Name = "FakeArmLeft" local ra = char['Right Arm'] -- Da pose local ra2 = la:Clone() ra2.Parent = char ra2.Name = "FakeArmRight" --Vector3.new(la2.Rotation * CFrame.Angles(math.rad(-10), math.rad(-5), 0)) la2.Rotation = CFrame.Angles(math.rad(-10), math.rad(-5), 0)*la2.Rotation la2.Position = CFrame.new(0,-0.7,0.2)*la2.Position --Y, X, Z ra2.Rotation = CFrame.Angles(math.rad(-16), math.rad(0), math.rad(90))*ra2.Rotation ra2.Position = CFrame.new(0.5, 0, 1.3)*ra2.Position -- x y z local torso = char.Torso la.Transparency = 1 ra.Transparency = 1 local weld1 = Instance.new("Weld", la2) local weld2 = Instance.new("Weld", ra2) weld1.C0 = la2.CFrame:inverse() weld1.C1 = torso.CFrame:inverse() weld1.Part0 = la2 weld1.Part1 = torso weld2.C0 = ra2.CFrame:inverse() weld2.C1 = torso.CFrame:inverse() weld2.Part0 = ra2 weld2.Part1 = torso wait(0.1) else return end end) mouse.Icon = "http://www.roblox.com/asset/?id=43910485" --Place the GUI GUI.Parent = player.PlayerGui GUI.Frame.TextBox.Text = ammo .. " / " .. ammostore --Place the GUI// print("Equipped") local user = tool.Parent mouse.Button1Up:connect(function() print("Button is up") firing = false end) mouse.Button1Down:connect(function() if firing then return -- The mouse is already down, and a loop is still running end local me = {} firing = me while firing == me and not reloading and ammo > 0 do script.Parent.Main.Sound:Play() --print(mouse.Position) -- Stop if reloading or someone else is firing, or I run out of ammo ammo = ammo - 1 print(ammo .. " shots left") print(mouse.Hit) local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - main.CFrame.p).unit*300) local hit, position = game.Workspace:FindPartOnRay(ray, user) print(position) script.Parent.Main.Light.Enabled = true GUI.Frame.TextBox.Text = ammo .. " / " .. ammostore print(hit) -- This is used for debugging local hitted = hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid") if hitted then hitted:TakeDamage(DAMAGE) end wait(FIRING_RATE) script.Parent.Main.Light.Enabled = false end end) tool.Unequipped:connect(function() GUI.Parent = script lastap = false char.FakeArmRight:Destory() char.FakeArmLeft:Destory() end)

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