Velocity not working every time?
I'm making a little game and it's based around throwing, the way I throw it is with velocity, it works in single player test/ local server test but it does not work on team test or in the actual Roblox game?
I really don't know why it does this!
I used THIS as a base
Local script: (fires remote)
local mouse = game.Players.LocalPlayer:GetMouse();
local hrp = game.Players.LocalPlayer.CharacterAdded:Wait():WaitForChild("HumanoidRootPart");
local bball = game.ReplicatedStorage.Dodgeball
local rs = game:GetService("RunService").RenderStepped;
local MaxVelocity = 65 -- max speed
local aval = 0.00001 -- arc size
local UIS = game:GetService("UserInputService")
local MB1Held = false
local MB1Helt = 0
local MaxHeldDown = 5
UIS.InputBegan:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MB1Held = true
MB1Helt = tick()
print("The left mouse button has been pressed!")
end
end)
local attach0 = Instance.new("Attachment", game.Workspace.Terrain);
local attach1 = Instance.new("Attachment", game.Workspace.Terrain);
local beam = Instance.new("Beam", game.Workspace.Terrain);
beam.Attachment0 = attach0;
beam.Attachment1 = attach1;
local function beamProjectile(g, v0, x0, t1)
-- calculate the bezier points
local c = .5*.5*.5;
local p3 = .5*g*t1*t1 + v0*t1 + x0;
local p2 = p3 - (g*t1*t1 + v0*t1)/3;
local p1 = (c*g*t1*t1 + 0.5*v0*t1 + x0 - c*(x0+p3))/(3*c) - p2;
-- the curve sizes
local curve0 = (p1 - x0).magnitude;
local curve1 = (p2 - p3).magnitude;
-- build the world CFrames for the attachments
local b = (x0 - p3).unit;
local r1 = (p1 - x0).unit;
local u1 = r1:Cross(b).unit;
local r2 = (p2 - p3).unit;
local u2 = r2:Cross(b).unit;
b = u1:Cross(r1).unit;
local cf1 = CFrame.new(
x0.x, x0.y, x0.z,
r1.x, u1.x, b.x,
r1.y, u1.y, b.y,
r1.z, u1.z, b.z
)
local cf2 = CFrame.new(
p3.x, p3.y, p3.z,
r2.x, u2.x, b.x,
r2.y, u2.y, b.y,
r2.z, u2.z, b.z
)
return curve0, -curve1, cf1, cf2;
end
UIS.InputEnded:Connect(function(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MB1Held = false
local t = 1
local g = Vector3.new(0, -game.Workspace.Gravity, 0);
local x0 = hrp.CFrame * Vector3.new(0, 2, -2)
local Held = tick() - MB1Helt
if Held >= 2.3 then
Held = 2.3
elseif Held < 1 then
Held = 1
end
local v0 = (mouse.Hit.p - x0 - aval*g*t*t)/t;
v0 = v0.unit * math.min(v0.magnitude, MaxVelocity)
v0 = (v0 * Held)
local curve0, curve1, cf1, cf2 = beamProjectile(g, v0, x0, t);
game.ReplicatedStorage.Events.Game.ThrowDodgeball:FireServer(hrp, mouse.Hit.p, MB1Helt, Held, curve0, curve1, MB1Held) -- Humanoid root part, mouses hit pos, how long helt tick, calculated held, curve0 used for checking min size
end
end)
game:GetService("RunService").RenderStepped:Connect(function(dt)
if MB1Held == true then
local t = 1
local g = Vector3.new(0, -game.Workspace.Gravity, 0);
local x0 = hrp.CFrame * Vector3.new(0, 2, -2)
local Held = tick() - MB1Helt
if Held >= 2.3 then
Held = 2.3
elseif Held < 1 then
Held = 1
end
local v0 = (mouse.Hit.p - x0 - aval*g*t*t)/t;
v0 = v0.unit * math.min(v0.magnitude, MaxVelocity)
v0 = (v0 * Held)
local curve0, curve1, cf1, cf2 = beamProjectile(g, v0, x0, t);
beam.CurveSize0 = curve0;
beam.CurveSize1 = curve1;
if curve0 <= 12 then
beam.Color = ColorSequence.new(Color3.new(1,0,0), Color3.new(1,0,0))
else
beam.Color = ColorSequence.new(Color3.new(0,1,0), Color3.new(0,1,0))
end
attach0.CFrame = attach0.Parent.CFrame:inverse() * cf1;
attach1.CFrame = attach1.Parent.CFrame:inverse() * cf2;
end
end)
Server Sided script:
local bball = game.ReplicatedStorage.Dodgeball
local rs = game:GetService("RunService").RenderStepped;
local MaxVelocity = 65 -- max arc speed before multiplaying with held time
local aval = 0.00001 -- arc size
game:GetService("ReplicatedStorage").Events.Game.ThrowDodgeball.OnServerEvent:Connect(function(plr, hrp, mousepos, MB1Helt, Held, curve0) -- player, Humanoid root part, mouses hit pos, how long helt tick, calculated held, curve0 used for checking min size
local t = game:GetService("ServerStorage").DodgeBallValues.t.Value
local g = Vector3.new(0, -game.Workspace.Gravity, 0);
local x0 = hrp.CFrame * Vector3.new(0, 2, -2)
local Held = tick() - MB1Helt
if Held >= 2.3 then
Held = 2.3
elseif Held < 1 then
Held = 1
end
local v0 = (mousepos - x0 - aval*g*t*t)/t; -- velocity
v0 = v0.unit * math.min(v0.magnitude, MaxVelocity)
v0 = (v0 * Held)
if curve0 <= 12 then
return false
else
if Held >= 2.3 then
Held = 2.3
elseif Held < 1 then
Held = 1
end
local c = bball:Clone();
c.DataVals:FindFirstChild("hmm_monkey").Value = tostring(plr.Name)
c.ParticleEffect.Effect.Core.CanCollide = false
c.ParticleEffect.Effect.Core.Attachment.Sparkle.Enabled = true
c.ParticleEffect.Effect.Core.Attachment.Wave.Enabled = true
c.ParticleEffect.Effect.Core.Attachment.Sparkle.Transparency = NumberSequence.new(1)
c.ParticleEffect.Effect.Core.Attachment.Wave.Transparency = NumberSequence.new(1)
print(Held)
print("The left mouse button has been pressed!")
-- have the ball travel that path
c.Anchored = false
c.Velocity = v0;
c.CFrame = CFrame.new(x0);
c.CanCollide = false;
c.Parent = game.Workspace.ThrownDodgeBalls;
wait(.1)
c.CanCollide = true
spawn(function()
local runservivce = game:GetService("RunService")
local function GetAllTouchingParts(part)
local connection = part.Touched:Connect(function() end)
local results = part:GetTouchingParts()
connection:Disconnect()
return results
end
-- Collision Detection
local colas
colas = runservivce.Heartbeat:Connect(function(step)
local Touching = GetAllTouchingParts(c)
if #Touching >= 1 then
c.ParticleEffect.Effect.Core.CFrame = c.CFrame
c.ParticleEffect.Effect.Core.Attachment.Sparkle.Transparency = NumberSequence.new(0)
c.ParticleEffect.Effect.Core.Attachment.Wave.Transparency = NumberSequence.new(0)
wait(.1)
print("cols kil")
c.ParticleEffect.Effect.Core.Attachment.Sparkle.Enabled = false
c.ParticleEffect.Effect.Core.Attachment.Wave.Enabled = false
wait(.1)
colas:Disconnect()
end
end)
end)
end
end)
Update:
it appears if you hold it down it acts as if you just tapped it? GIF I am going to see if any values are getting invalid on the server
Update 2:
I was testing and printing the values
print(plr)
print(hrp)
print(mousepos)
print(MB1Helt)
print(tick() - MB1Helt)
print(Held)
print(curve0)
as I was doing this I saw online 18 I redeclared "Held" and from that test it would be approx .3 milliseconds off, commenting out line 18 fixed it!
Line 18:
local Held = tick() - MB1Helt
