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)
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