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COMMUNITY QUESTION

How to shoot more than 1 ray in a raycast gun?

So i'm making a shotgun using raycasting but I'm unsure on what I have to do to make it shoot multiple rays in the same direction

I have my script here

local tool = script.Parent
local player = game:GetService("Players").LocalPlayer
local halt = 0
tool.Equipped:connect(function(mouse)
	print("Tool equipped!")
 
	mouse.Button1Down:connect(function()
		if halt == 1 then
			print'reloading'
		else
			halt = 1
		print("Mouse pressed!")
		local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit * 300)
		local part, position = workspace:FindPartOnRay(ray, player.Character, false, true)
 
		local beam = Instance.new("Part", workspace)
		beam.BrickColor = BrickColor.new("Black")
		beam.FormFactor = "Custom"
		beam.Material = "Plastic"
		beam.Transparency = 0.25
		beam.Anchored = true
		beam.Locked = true
		beam.CanCollide = false
		
		local beam2 = Instance.new("Part", workspace)
		beam2.BrickColor = BrickColor.new("Black")
		beam2.FormFactor = "Custom"
		beam2.Material = "Plastic"
		beam2.Transparency = 0.25
		beam2.Anchored = true
		beam2.Locked = true
		beam2.CanCollide = false
 
	--	local distance = (tool.Handle.CFrame.p - position).magnitude
	local distance = 50
	
		beam2.Size = Vector3.new(0.3, 0.3, distance)
		beam2.CFrame = CFrame.new(tool.Handle.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)
		
		beam.Size = Vector3.new(0.3, 0.3, distance)
		beam.CFrame = CFrame.new(tool.Handle.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)
 
		game:GetService("Debris"):AddItem(beam, 0.1)
 
		if part then
			local humanoid = part.Parent:FindFirstChild("Humanoid")
 
			if not humanoid then
				humanoid = part.Parent.Parent:FindFirstChild("Humanoid")
			end
 
			if humanoid then
				humanoid:TakeDamage(100)
				end
			end
			wait(10)
			halt = 0
		end
	end)
end)

beam2 is going to be my second ray and I believe on line 37 and 38 is where what I'm trying to accomplish will take place but I'm not 100% sure if that's correct..

1 answer

If I understood the question right then I think I got a way to do it.

Change it to a regular function and then add a for loop that runs the function multiple times.

local tool = script.Parent
local player = game:GetService("Players").LocalPlayer
local halt = 0
tool.Equipped:connect(function(mouse)
    print("Tool equipped!")

    function fire()
        if halt == 1 then
            print'reloading'
        else
            halt = 1
        print("Mouse pressed!")
        local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit * 300)
        local part, position = workspace:FindPartOnRay(ray, player.Character, false, true)

        local beam = Instance.new("Part", workspace)
        beam.BrickColor = BrickColor.new("Black")
        beam.FormFactor = "Custom"
        beam.Material = "Plastic"
        beam.Transparency = 0.25
        beam.Anchored = true
        beam.Locked = true
        beam.CanCollide = false

        local beam2 = Instance.new("Part", workspace)
        beam2.BrickColor = BrickColor.new("Black")
        beam2.FormFactor = "Custom"
        beam2.Material = "Plastic"
        beam2.Transparency = 0.25
        beam2.Anchored = true
        beam2.Locked = true
        beam2.CanCollide = false

    --  local distance = (tool.Handle.CFrame.p - position).magnitude
    local distance = 50

        beam2.Size = Vector3.new(0.3, 0.3, distance)
        beam2.CFrame = CFrame.new(tool.Handle.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)

        beam.Size = Vector3.new(0.3, 0.3, distance)
        beam.CFrame = CFrame.new(tool.Handle.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)

        game:GetService("Debris"):AddItem(beam, 0.1)

        if part then
            local humanoid = part.Parent:FindFirstChild("Humanoid")

            if not humanoid then
                humanoid = part.Parent.Parent:FindFirstChild("Humanoid")
            end

            if humanoid then
                humanoid:TakeDamage(100)
                end
            end
            wait(10)
            halt = 0
        end
    end)

    mouse.Button1Down:connect(function()
            for i = 0,5 do
                   fire()
            end
    end

end)



1 comment

0

No this isn't what I asked for I wanted it to be like a shotgun 4 bullets at once that shoot straight but spread out

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