I wanted to make a shotgun so I started off by making a function fire one ray and deal damage one time. To make the shotgun I just put this function in a for loop and made the angle of all the rays random so you can see the multiple rays it shoots. The problem is no matter how many rays hit it only does damage one time.
for i = 0, 5 do
--// Deleted the spread math code\\--
--// Distance calculations
local distance = math.floor((rootPart.CFrame.p - mouse.Hit.p).magnitude)
--// Define origin
local origin = hole.CFrame
local ray = Ray.new(origin.p, (look.p - origin.p).unit * range.Value)
local touch, position = workspace:FindPartOnRay(ray, player.Character, false, true)
--// Hit detection
if touch then
hitRemote:FireServer(touch) -- Something to do with this?
boomRemote:FireServer(position)
end
shootRemote:FireServer()
--// Trace
if allowTracking.Value then
--// Draw laser on sever
laserRemote:FireServer(position)
end
end
Damage Script:
local function hit(plr, part)
--// Start and Checks
if not canShoot() then return end
if not part then return end
--// Get humanoid root part
local character = player.Character or player.CharacterAdded:Wait()
local rootPart = character:WaitForChild("HumanoidRootPart")
--// Get mouse
--local mouse = plr:GetMouse()
if rootPart then
--// Check Distance
local distance = (rootPart.CFrame.p - part.CFrame.p).magnitude
if distance <= range.Value then --// Checks Range
--// Get Humanoid
local humanoid
--// Check if was was hat
if part.Name == "Handle" then
humanoid = part.Parent.Parent:FindFirstChild("Humanoid")
else
humanoid = part.Parent:FindFirstChild("Humanoid")
end
--// Damage calculations
if humanoid and humanoid.Health > 0 then --// Check if dead
local rndDamage = math.random(minDamage.Value, maxDamage.Value)
local newDamage = rndDamage
--//Check hit
if part.Name == "Head" then
newDamage = newDamage * headMultiplier.Value
end
humanoid:TakeDamage(newDamage )
end
end
end

4 comments
SkeleDotLua script
include the damage script
Yes I used a YouTube tutorial to get the basics. Not sure how that helps with the answer.
Added the damage script I understand how to make everything. I just don't understand how to make it FE compatible.