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# How to fix Raycasting script not dealing damage ?

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_007 215 — 3mo
0
This is pretty advanced script. I'm sure you can be more specific about the issue, if you wrote it... sleazel 679 — 3mo
0
i moved it fortune80 -4 — 3mo
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 — 3mo