I'm working on a brickbattle game and tried to add the paintball gun so I've looked for it on Roblox toolbox and I found one, but it works totally diffrent than in games like Crossroads, Since that game is uncopylocked I, after that I decided to look for it there but after I imported it to my game it still doesn't work how I want it. Anybody knows what makes the paintball gun work in Crossroads but not in other games?
#Paintball Gun doesn't work
1 messages · Page 1 of 1 (latest)
omg i was sending him the same 
Blud, there's a long path ahead. Quit daydreaming u can jump across skipping levels
And specially, stay away from uncopylocked games until you've built your first complete game
i would stay away from them always cause they got some awful code
nah some of em got really useful assets
like guns vehicles etc
gui as wlel
well*
I'd rather stay away from most code I'd say
idk i would rather create my own assets and save them for reuse
I suppose you're a good scripter too. Got any work to show off?
I really got nth to do. bedtime it is
ill goto sleep after 45 mins
goto bed actually but yea
Whichever one will actually slow down
I need recoil, but not in the normal sense. like i want the player to go backwards
for recoil, consider ALV
tho u hadn't told me what part in particular is annoying bout it
Well rn, whats going on is that the velocity is applied and it just
keeps going
I want like an impulse
Nope
idk what do you wanna see
AssembyLinearVelocity. its like an impulse
any past games u made that are public?
if u dunno how that works. just play test in studio and select ur humanoidRootPart and scroll down to find AssemblyLinearVelocity in the bottom. Set it to 0, 100, 0 and u'll see how it works
local oppositeDirection = -direction.Unit
local recoilVelocity = oppositeDirection * 50
hrp.AssemblyLinearVelocity += recoilVelocity
This just
doesnt work
;-;
its the math u havent shown in the snippet ig
tho u dont needa do that
just set the ALV once, thats all u needa do
not add.
Dude, i need like an example
** You are now Level 3! **
hrp.ALV = Vector3.new(0, 10, 0) try this
reference hrp correctly. use a server script
or just do it using the visual interface
just hit play test
ill guide u
IthacaModel37Fired.OnServerEvent:Connect(function(player, origin: Vector3, direction: Vector3)
local character = player.Character
if not character then return end
local hrp = character:FindFirstChild("HumanoidRootPart")
if not hrp then return end
-- 🔹 Fire pellets
for i = 1, NUM_PELLETS do
local randomYaw = math.rad(math.random(-CONE_ANGLE, CONE_ANGLE))
local randomPitch = math.rad(math.random(-CONE_ANGLE, CONE_ANGLE))
local spreadCF = CFrame.fromAxisAngle(Vector3.yAxis, randomYaw)
* CFrame.fromAxisAngle(Vector3.xAxis, randomPitch)
local pelletDir = (spreadCF:VectorToWorldSpace(direction)).Unit
launchPellet(origin, pelletDir, character)
end
local oppositeDirection = -direction.Unit
local recoilVelocity = oppositeDirection * 50 -- adjust for strength
local alv = Instance.new("AssembyLinearVelocity")
alv.Attachment0 = hrp:WaitForChild("RootAttachment")
alv.Mode = Enum.VelocityAlignmentMode.Vector
alv.MaxForce = math.huge
alv.Responsiveness = math.huge
alv.VectorVelocity = recoilVelocity
alv.Parent = hrp
hrp.ALV = Vector3.new(0, 10, 0)
end)
omg stop using ai
I just need like one working version that I can pick apart 😭
anything that isnt scripting im pretty ass im more into building libs
building libraries? I'd love to see ur work
if u've the time
Just show me any raw work. doesnt have to be that presentable
thats like the only thing i ever finished for public use
im currently working on a custom TextChatService tho
local oppositeDirection = -direction.Unit
local recoilVelocity = oppositeDirection * 500
hrp.AssemblyLinearVelocity = recoilVelocity
Yeahhhh im still lost, watched a whole video too 😭
direction is the player's direction btw
it should work btw. the force will work only once that disappear tho, if u dont repeat this assignment of ALV
Well, when it applys. I see nothing happen
litterally nothing (unless i jump) then it like
pauses in the air
its weird
so what do you think of it
its not much but pretty useful
Yeah, it seems useful to me at least
I'll not have to worry about defining the data structures manually
it already defines em
plus some repetitive work is also abstracted.
Have you heard about DataStore2?
just outta curiosity
yeah but i never looked into the src code or used it
its really good for preventing data loss. I've seen users mentioning 0 data loss reports implementing it to games with high concurrent user count
prolly a tool worth using
after implementing it*
Any comments @gaunt niche , i've moved on a little waiting for ur response ;-;
wym. i told u it works
It doesnt 😭
idk i think this should be enough you could maybe also save wehn game:BindToClose() runs
^
give me the complete code.
IthacaModel37Fired.OnServerEvent:Connect(function(player, origin: Vector3, direction: Vector3)
local character = player.Character
if not character then return end
local hrp = character:FindFirstChild("HumanoidRootPart")
if not hrp then return end
-- 🔹 Fire pellets
for i = 1, NUM_PELLETS do
local randomYaw = math.rad(math.random(-CONE_ANGLE, CONE_ANGLE))
local randomPitch = math.rad(math.random(-CONE_ANGLE, CONE_ANGLE))
local spreadCF = CFrame.fromAxisAngle(Vector3.yAxis, randomYaw)
* CFrame.fromAxisAngle(Vector3.xAxis, randomPitch)
local pelletDir = (spreadCF:VectorToWorldSpace(direction)).Unit
launchPellet(origin, pelletDir, character)
end
local oppositeDirection = -direction.Unit
local recoilVelocity = oppositeDirection * 50000
hrp.AssemblyLinearVelocity = recoilVelocity
end)
Server side ^^^
Client side vvv
local origin
if muzzle:IsA("Attachment") then
origin = muzzle.WorldPosition
elseif muzzle:IsA("BasePart") then
origin = muzzle.Position
end
-- Aim towards mouse hit point
local targetPos = mouse.Hit.Position
local direction = (targetPos - origin).Unit
-- Fire to server
IthacaModel37Fired:FireServer(origin, direction)
end)
Yea that works for starters
@sleek swift
I meant if the server size is big and data save requests are not throttled correclt
correctly then data loss occurs
n ur api doesn't seemingly deal with that
Is velocity in there, i think f-ing not
I just dont know the god damn syntax
I don't get it why this should happen wehn the cap of most games are 20 players/server
bro fr? learn that first
** You are now Level 11! **
It does cuz the DataStoreService is kinda crappy at times
u cant afford to risk it when u have a api providing a safeguard
skill issue
omg ik but it still is safe to cache the data n prevent failures
its pretty easy to prevent data loss, just dont write bad code and you're all good 
mhh i get it datastore works per universe and not per server
half true? it's going to change to be per universe in the future with higher quota, the actual data is across universe
but at the moment quotas are per server ;p
ye that is quota
there is quota for datastores, memorystores, messagingservice, and badgeservice. apparently marketplaceservice has no quotas
you still need to treat it like it has a quota in case of failure of the backend
even with good systems?
data saving with safeguards i mean?
if roblox servers fail it doesnt matter how good your system is
best safeguard is periodic saving in case of sudden shutdown to limit loss, you do need to manage your quota properly
periodic saving
DataStore2 is just an API to handle few failed data syncing attempts
datastore limits are listed here https://create.roblox.com/docs/cloud-services/data-stores/error-codes-and-limits
yeah reading those docs we can write really reliable systems
tho y bother if u can use the APIs?
lazy solutions get lazy results ;o
you still need to know the limits, doesnt matter what system you use
i mean if I get one of those two i just retry until i dont get the error code anymore right
if you're trying to push more than 10 datastore updates per player per minute then it doesnt matter how good the system is or how it throttles - you're still going to get query flooding, and if it has a queue that's almost worse
coz over time if it throttles itself, for starters if you're at the limit then the queue backs up and never clears, and if you're not at the limit and its still throttling itself, you're wasting quota
e.g if you have less than 10 queries per min per player, then you can spend some of that quota for other players, and the server has its own bit of quota too. all of that is wasted if it self throttles
If I save failed SetAsync / GetAsync and try to save them again after eg. 60s periodicly until it doesnt fail wouldn't that not just be the most reliable solution?
well you'd use updateasync, not set/get for saving, but yeah you just retry every while and if one fails it doesnt matter tooo much
since it'll get saved again 60s later
I just looked up the limitations. We can do 60 save requests per DataStore per server
per minute
thats more than enough if u save periodically
plus 10 per player per min
thing is tho i suggest you click that tab in the docs that says Future Experience Limits
i mean if the player leaves and he got something new after the 60s periodic saving and the last save fails then that would be a case where i would need to retry until its not throwing me an error
it'll change to 250 per minute for ALL servers, plus 40 per minute per player across ALL servers
wait rly?
yep
I mean it makes sense given the rapid increase in roblox games sizes
writes are 20 per minute per player
so the new limits will be a bit higher than they are now in practice
btw whats ur fav game in rbx
less server-allocated limit tho, but you can spend some of the players quota on that
no i just dont have anything better to do, last time i tried to open studio it took 11 hours
i read the docs
Damn nerd skills
i can never imagine doing that without applying it
My guy got some real interest in it
i think he did apply it while reading it
i made stuff as i went obviously, you need to practice as you go
whats ur most recent build?
simulator game
finished it off?
yep
i cant load roblox player either for same reason
hm
wait u said u did learn by practicing
it means studio worked on ur pc before?
r u on ur mobile?
or sleep tablets?
i dont have good internet
get vsc and rojo
it does, updates for one, and it needs constant connection
can u name ur simulator game so i can try it
i wanna see how good u r, if i be brutally honest
I assumed u made that as a solo dev
i copied an existing game that was getting 5k~10k ccu for .. this
turns out they just have way too much money to throw at advertising
from title to desc, everything handwritten. im flattened
the game doesnt matter
yea made everything on my own or from toolbox... and even the stuff from toolbox i had to modify a lot of it, specially the npcs
god wheres my autoclicke
😭
it has auto ;o
oh yea it does
balance is similar to the game i copied from too
what is the bow for
should take about 5~6 hours or so if you dont buy anything with robux
oo i see
might be 8 hours depends 🤷
want a honest review?
sure
lemme look up a good adjective
only thing wrong with it is some of the animations wont play or so i've heard
but there should be animation when you do anything
got system?
systems*
crafting collection
i just like to call it that
just sep logic for each thing
i mean
also undefined loops or just too boring to be noticeable
This feels more like a practice project
i'm aware it is cashgrab slop. that's what i copied from. it was getting 5k-10k ccu's so i cloned it by eye
it still currently has 400 ccu's.
its all good tho. a perfect first project
that is my second
well, 4th if you include the 2 test projects i made, +1jump/sec, and a button simulator that i got to the buttons and was like this is dum
how much did you make
i dont have the patience
idk like 200 robux
i didn't earn back what i spent on ads
u spent on ads?
yea it took me a month
like 12 hours a day
like roblox ads?
roblox ads ye
u gotta be kidding me
ever heard of youtube/discord/reddit?
i mean not to offend u but
they're better if the project's small
i mean these would work wehn the game design is good
my other game is a monster in a maze game like color or die
this one is based off this https://www.roblox.com/games/15862090066
same game pretty much
and this stupid slop game gets 400 ccu, while they were advertising it had 5k~10k
for this
mfw
whats the game u copied from
this one i just linked it
this is the origin for make stuff sell stuff. almost identical gameplay. mine probably had way more effort put in
but only coz i didn't have something to start with, i started from nothing
they probably have a template
have you ever actually released anything?
i cant believe there are zombies who like to play these games among us too
uhm not yet
tho i had a really cool project i was to release
then i can understand how and why you don't ;p
but i dropped the idea
blud...
tbh all it'd take for me to build something worthy
is
nuke my schools
thats all it'd take
I built a really cool crow npc with really good animations and all sorts of abilities
I just had to automate its behavior and thats it
show us
thats cool but its one feature not a whole game ;p
oh yea i was talking lemme finish
thats when I realized that im building a game thats too unique
when I have absolutely no idea about game designs
i just decided to stick to a proven game loop like a tycoon or simulator or battleground
i dont need to reinvent the wheel
thats what i thought when i decided that
lemme capture some clips for u guys
about the crow
BRO YOU ARE KIDDING ME LIKE IM NEARLY IN THE 2ND WORLD AND THE FIRST REBIRTH COSTS 25$???????????????
ur so evil @frigid mantle
it doesnt take all your money lol
alright buddy
here
im sry my pc's kinda crappy
this is a demonstration of the scouting behavior of these crows
oh i dint realized how fancy i got with words B)
dont tell me u both left now @upbeat flare @frigid mantle
COME BACK
looks pretty cool
module scripts are great
i cannot believe how did i manage to organize this so well
this is the first time im so happy with my work
every logic is cleanly separately and reusable independently
oh wait they're inter-dependent actually but still they all have their own blocks of sep logic
im thinking to make this a simulator game
why would you put this in replicatedstorage
cause the client can see everything
oh right in the server side i should put it
ill do it
so yea the idea
ill make a harvesting game
with upgrade loops n flexing cosmetics
n these nasty enemies to survive thru
and save ur earnings
good luck
should I add animal cruelty too?
thatd be interesting
like torturing crows
as revenge
Are you onto some projects lately
how is it supposed to help me with the issue???