#bullets being inconsistent
1 messages · Page 1 of 1 (latest)
are you shooting dummies or avatars with accessories?
you can try to make a highlighting red when you are aiming at somebody then make a script so that if highlighted enemy got shot then use datastore to detect
uh they're projectiles
that means its hitscan
the tween is the shooting thing
answer my question
are you just shooting plain dummies?
uh its a pvp game
not sure how thats relevant
i can show u the rest of the script hold on
how are you testing that it's not working?
i was testing with other people, myself, etc
its just to make sure whatever im hitting is actually a player
it would be nice if the .touched could detect anchored parts
but since it cant i put in getpartsinpart
it can only detect an anchored part when it also hits another unanchored part but its the best i could think of
if u have an idea on how to make .touched be able to detect anchored parts that would be much appreciated
.touched event is just unreliable
u could use runservice to check every frame for and parts inside a bullet every frame
isnt this going to be laggy?
it might be
maybe if ur bullets are thin
u could use raycasting
ik but u could check with raycasting in front of the bullet
ah
or maybe make projectiles diffrent than with tween service
i see what you mean
how else could you make it
i've seen linear velocity but the part has to be unanchored
I heard there was a module called fast cast or smth and it pretty good
whih means its affected by gravity
or use runservice to move and check each frame
ok i've tried runservice for a while trying to make it work
but for some reason it seems to make the bullet's damage linger
despite the bullet not even existing
i added an if statement to only make it deal damage when the bullet IS a thing but its still broken
exactly