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How to fix Raycasting script not dealing damage ?

Asked by 4 years ago

Theres not much to explain the title pretty much sums it up but heres the script

function fireBullet(start, target, maxLength)
    --settings some constants
    local directionVector = (target - start).unit
    local direcitonCFrame = CFrame.new(start, start + directionVector)
    --settings values that we're going to update throughout
    local delta, lastTick, startTime = 0, tick(), tick()
    local hit, position, lastPosition = nil, target, start
    local totalDistance = 0
    local function loop()
        local ignore2 = {
         character;
         M4;
         camera;
         }
        while not hit and totalDistance < maxLength do --basically stop if we hit our max or we hit something
            delta = tick() - lastTick --get the time delta, aka time between last iteration and now
            lastTick = tick() --set this to keep out delta calculations accurate
            local travelDistance = delta * gunset.mvelocity --getting our distance for this iteration
            --velocity being in studs per second
            --Just a simple physics equation, distance = time * velocity
            --Doing this makes for constant velocity, but not consistent ray distance
            --all this does it get rid of potential lag influences really
            travelDistance = travelDistance < 999 and travelDistance or 999 --just limiting our distance, this way is faster than math.min
            totalDistance = totalDistance + travelDistance --just adding on to our total
            local dropAmount = 9.81/2 * (tick() - startTime)^2 --gravity/2 * the square of our total time to get our bullet drop amount
            local incremented = --see break down of what transformations are done below
                direcitonCFrame * --start from our directionCFrame constant
                CFrame.new(0, 0, -totalDistance) - --move forward our total distance
                Vector3.new(0, dropAmount, 0) --move down based on our bullet drop amount
            --doing this should give us an idea of where we want to be based on our calculations
            local direction = CFrame.new(lastPosition, incremented.p).lookVector --getting a look vector from where we are, to where we want to be
            --the rest you more or less had, fairly basic raycasting code
            local ray = Ray.new(lastPosition, direction * travelDistance)
            local hit,pos,normal,material = workspace:FindPartOnRayWithIgnoreList(ray,ignore2) --{workspace.Weapons, character, camera})
            if hit then
                handleBulletHit(hit,pos,normal,material)
                break
            end
            lastPosition = position
            wait(0) --would recommend waiting for one of the runservice events instead
        end
        if not hit then
            print("Distance maxed out, we hit nothing")
        end
    end
-- handle bullet part of script --

local handleBulletHit = function(hitPart, hitPoint, hitNormal,hitMaterial)
if hitPart then
    print(hitPart)
    local humPart = character:FindFirstChild("HumanoidRootPart")
    local targetHumPart = hitPart.Parent:FindFirstChild("HumanoidRootPart")
    local hithumanoid =  hitPart.Parent:FindFirstChild("Humanoid")
    if hithumanoid and targetHumPart and humPart and hithumanoid.Health > 0 then
        if hitPart.Name == "LeftLowerArm" or hitPart.Name == "LeftUpperArm" or hitPart.Name == "RightLowerArm" or hitPart.Name == "RightUpperArm" then
        remoteEvents.Hit:FireServer(hithumanoid,gunset.limbdamage,hitPart)  
        ApplyTags(hithumanoid)
    else
    remoteEvents.Hit:FireServer(hithumanoid,gunset.damage,hitPart)  
    ApplyTags(hithumanoid)
    end
end
    if not hithumanoid then

end)
end
end
0
Do you actually define handleBulletHit after Line 36 or have you moved the function from somewhere while posting this script? Ankur_007 290 — 4y
0
This is pretty advanced script. I'm sure you can be more specific about the issue, if you wrote it... sleazel 1287 — 4y
0
i moved it fortune80 -4 — 4y
0
sorry if it is not clear enough but what im trying to say is for some reason is when it hits damage is not being dealt fortune80 -4 — 4y

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