789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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| 31 Aug 2014 03:52 PM |
| In this game my friends and I are developing, we have mutants or "zombies," and when you shoot the mutant with any type of gun it takes an average of 20-30 bullets to kill just one. Although sometimes if I get lucky it is a one shot kill. The guns we have in there use projectiles. Is there any way to get the guns to actually kill the mutants? Switching it to raycasting? etc.. Thank you in advance. |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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| 31 Aug 2014 04:33 PM |
| Added to the list of jerks... Anyone else want a stab at helping me? I have a reward. |
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V0xels
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| Joined: 30 Mar 2012 |
| Total Posts: 2072 |
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| 31 Aug 2014 04:39 PM |
| Whats the problem here actually? You have it so it will shoot and kill the mutant into 20-30 shots already but need the bullet to once and awhile kill them in one? |
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connor954
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| Joined: 24 Jul 2008 |
| Total Posts: 947 |
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| 31 Aug 2014 04:40 PM |
If it is not killing the zombies you probably need to study raycasting and use that. Projectiles are really choppy sometimes and can be annyoing; otherwise just make sure the bullets are going on the path you want them to.
~My home in the forums is Scripting Helpers...[Twitter: C-RBLX] |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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| 31 Aug 2014 04:40 PM |
| No, I need it to kill them in 1-5 bullets. I have all the scripting correct, but it just doesn't register that the zombie was hit. |
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| 31 Aug 2014 04:41 PM |
local hit, vec = workspace:FindPartOnRay(Ray.new(plr.Character.Head.CFrame.p, (Miuse,Hit.p - plr.Character.Head.CFrame.p).unit*500);
if hit then if hit.Parent:FindFirstChild("Humanoid") then hit.Parent.Humanoid:TakeDamage(30); end end |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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V0xels
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| Joined: 30 Mar 2012 |
| Total Posts: 2072 |
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| 31 Aug 2014 04:42 PM |
| Raycasting will register alot more likely than projectiles. Projectiles look alot better in my opinion. How big are the projectiles? 0.1, 0.1, 0.1? |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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| 31 Aug 2014 04:44 PM |
@v0x, wtf r u talking about?
the script I just put was for damage only.
If you wanna make it look like the bullets do damage on impact, then make them super super fast |
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V0xels
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| Joined: 30 Mar 2012 |
| Total Posts: 2072 |
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| 31 Aug 2014 04:47 PM |
| Well im wondering how big the projectiles/bullets are, while outputing my own opiinion, and saying tha raycasting will hit and do damage more likely than a projectile type gun. Although in the end it all depends on how good the scripter knows about each subject of scripting. |
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789cab
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| Joined: 13 Jul 2009 |
| Total Posts: 3145 |
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| 31 Aug 2014 04:53 PM |
| ... Raycasting didn't work either. |
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V0xels
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| Joined: 30 Mar 2012 |
| Total Posts: 2072 |
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| 31 Aug 2014 04:54 PM |
| Non-Expert Solution: Make the bullet bigger, put a mesh into it to make it look smaller, and it will more likely register. |
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connor954
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| Joined: 24 Jul 2008 |
| Total Posts: 947 |
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| 31 Aug 2014 04:55 PM |
V0xels is right. That would be the best idea if you're not a pro.
~My home in the forums is Scripting Helpers...[Twitter: C-RBLX] |
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V0xels
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| Joined: 30 Mar 2012 |
| Total Posts: 2072 |
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| 31 Aug 2014 04:58 PM |
| Another way to check your script would be to make the bullet huge so you can see if it is going the way that are shooting. Just to make sure its not doing something you cant see. |
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| 31 Aug 2014 05:27 PM |
I think you guys are getting the wrong idea with ray casting.
Judging by v0xels' first post, he made it sound like all ray casting guns had long, straight line bullets, when that is NOT the case.
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| 31 Aug 2014 07:26 PM |
| I agree with Accomplishable |
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V0xels
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| Joined: 30 Mar 2012 |
| Total Posts: 2072 |
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| 02 Sep 2014 01:40 PM |
| Without really knowing really what he is talking about, it is hard for me to know what hes talking about. |
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