I discovered a script for a kind of raycasting, and within it, there is some sort of "delay" for when the next laser is shot, after the previous laser has, but I can't figure out where it is, or how it was written. Help please?
while true do
wait(0.1)
function Shoot()
local laser = Instance.new("Part")
laser.Name = "Laser"
laser.FormFactor = Enum.FormFactor.Custom
laser.TopSurface, laser.BottomSurface = 0, 0
laser.Size = Vector3.new(0.1, 0.1, 0.2)
laser.BrickColor = BrickColor.Random()
laser.Material = Enum.Material.Neon
laser.Anchored = true
laser.CanCollide = false
laser.Locked = true
laser.CFrame = script.Parent.CFrame
laser.Parent = game.Workspace
local maxDistance = 400
local curDistance = 0
local stepDistance = 4
local stepWait = 0
local currentPos = script.Parent.Position
local currentNormal = script.Parent.CFrame.lookVector
local function Step(overrideDistance)
-- Cast ray:
local ray = Ray.new(currentPos, currentNormal * (overrideDistance or stepDistance))
local hit, pos, norm = game.Workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
-- Update laser position:
laser.Size = Vector3.new(0.4, 0.4, (pos - currentPos).magnitude)
laser.CFrame = CFrame.new(currentPos:lerp(pos, 0.5), pos)
local oldPos = currentPos
currentPos = pos
if (hit) then
-- r = d - 2(d DOT n)n
-- Reflect:
local reflect = (currentNormal - (2 * currentNormal:Dot(norm) * norm))
currentNormal = reflect
Step(stepDistance - (pos - oldPos).magnitude)
return
end
curDistance = (curDistance + (pos - oldPos).magnitude)
-- Apply fade effect to laser as it approaches max distance from < 75 studs:
if (curDistance > (maxDistance - 75)) then
local d = (curDistance - (maxDistance - 75)) / 75
laser.Transparency = d
end
-- Recurse if max distance not reached:
if (curDistance < maxDistance) then
wait(stepWait)
Step()
end
end
Step()
-- Done! Destroy laser:
laser:Destroy()
end
Shoot() -- Fire shot!
end
