Well, I am kinda new to FilteringEnabled, and currently I'm trying to convert my gun to work with FIlteringEnabled, I've had a friend help me, but until now I still can't get the gun to work, If any of you could show me what I did wrong :/
here is the Local script
Player = game.Players.LocalPlayer Pistol1 = script.Parent Ammo = 11 Mouse = Player:GetMouse() shoot = false reloading = false MaxAmmo = 11 Mouse = Player:GetMouse() function FireShooting() game.Workspace.ShootingServerEvent:FireServer(Mouse.hit.p) game.Players.LocalPlayer.PlayerGui.HUDs.PlayerHUD.Manabar.Ammobar.Size = UDim2.new((Ammo / MaxAmmo),0,1,0) local ammoy = Ammo game.Players.LocalPlayer.PlayerGui.HUDs.PlayerHUD.Manabar.Ammonum.Text = ammoy.."/"..MaxAmmo end Pistol1.Activated:connect(FireShooting)
and here is the script for the gun
Player = script.Parent.Parent.Parent Pistol1 = script.Parent Ammo = 11 Mouse = Player:GetMouse() shoot = false reloading = false MaxAmmo = 11 ---------------------------------------------------------Shooting Scripts(doesn't work)-------------------------------------------------------------- local shootevent = Instance.new("RemoteEvent", workspace) shootevent.Name = "ShootingServerEvent" function Shooting(mousepos) if Ammo > 0 and shoot == false then shoot = true --Raycasting thing local ray = Ray.new(Pistol1.Main.CFrame.p, (mousepos - Pistol1.Main.CFrame.p).unit * 113) local part, position = workspace:FindPartOnRay(ray, Player.Character, false, true) --Bullet Properties local Bullet = Instance.new("Part", workspace) Bullet.FormFactor = "Custom" Bullet.Material = "Neon" Bullet.BrickColor = BrickColor.new("Toothpaste") Bullet.CanCollide = false Bullet.Anchored = true --CFraming Stuffs local distance = (Pistol1.Main.CFrame.p - position).magnitude Bullet.Size = Vector3.new(0.1, 0.1, distance) Bullet.CFrame = CFrame.new(Pistol1.Main.CFrame.p, position) * CFrame.new(0, 0, -distance / 2) game:GetService("Debris"):AddItem(Bullet, 0.5) --Second Bullet local ray2 = Ray.new(Pistol1.Main2.CFrame.p,(mousepos - Pistol1.Main2.CFrame.p).unit *113) local part, position = workspace:FindPartOnRay(ray, Player.Character, false, true) --Second Bullet Properties local Bullet2 = Instance.new("Part", workspace) Bullet2.FormFactor = "Custom" Bullet2.Material = "Neon" Bullet2.BrickColor = BrickColor.new("Toothpaste") Bullet2.CanCollide = false Bullet2.Anchored = true --CFrameing Stuffs for 2nd Bullet local distance2 = (Pistol1.Main2.CFrame.p - position).magnitude Bullet2.Size = Vector3.new(0.1, 0.1, distance2) Bullet2.CFrame = CFrame.new(Pistol1.Main2.CFrame.p, position) * CFrame.new(0, 0, -distance2 / 2) game:GetService("Debris"):AddItem(Bullet2, 0.5) --Bullet Stuff Damage, Ammo, Velocity Ammo = Ammo - 1 if part then --Looking for humanoid local humanoid = part.Parent:FindFirstChild("Humanoid") --If there is no humanoid then it will check the part that got hit's Parent's Parent and see if that has a humanoid aswell if not humanoid then part.Parent.Parent:FindFirstChild("Humanoid") end --If there is a humanoid, then it will damage the player if humanoid then humanoid:TakeDamage(math.random(13, 22)) end end wait(0.15) Bullet.Transparency = (0.8) Bullet2.Transparency = (0.8) wait(0.15) Bullet.Transparency = (0.6) Bullet2.Transparency = (0.6) wait(0.15) Bullet.Transparency = (0.4) Bullet2.Transparency = (0.4) wait(0.15) Bullet.Transparency = (0.2) Bullet2.Transparency = (0.2) wait(0.15) Bullet.Transparency = (0) Bullet2.Transparency = (0) shoot = false end end shootevent.OnServerEvent:connect(Shooting) -----------------------------------------------------------