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| 14 Aug 2016 12:09 PM |
| https://www.roblox.com/games/457973678/nice-fps-system-tbh#!/game-instances |
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| 14 Aug 2016 09:01 PM |
| Added a ton of stuff, working on a map. You can now damage other players the damage has multiplies depending on what is hit, but damage will be reduced until full game release. |
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Mada754
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| Joined: 22 Jan 2013 |
| Total Posts: 5285 |
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| 14 Aug 2016 09:05 PM |
I just saw blue
wizard of GC&D|( ͡° ͜ʖ ͡°) |
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FPSPwnz0r
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| Joined: 27 Jun 2011 |
| Total Posts: 2737 |
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| 14 Aug 2016 09:56 PM |
you could compete with kinetic code :D
smoother animations would be cool though 4.5/5
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| 14 Aug 2016 11:18 PM |
This isn't yours: https://www.roblox.com/games/253550814/New-FPS-Framework
...also, that framework doesn't replicate. Have you ever even tried that with other people? |
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| 15 Aug 2016 05:22 PM |
| (This is on a different post,) I posted saying that I was using a different fps (for base animations and code) but was remaking it and recoding it into a full game. Which I've been doing so far with the ray casting hit detection etc.. |
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| 15 Aug 2016 05:26 PM |
| Also i'll be making it replicate (make a blank model for visuals.) |
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codboy22
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| Joined: 05 May 2012 |
| Total Posts: 598 |
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| 15 Aug 2016 08:34 PM |
@lua
how did you get damage working?
im using this as a way to learn a little bit better |
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| 15 Aug 2016 08:45 PM |
| Well its simply raycasting, I generate the visible hits on the end of the ray. To deal damage I detect the hit, if it has a humanoid (or if its a hat etc.) then I can damage it that way. |
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| 15 Aug 2016 08:57 PM |
| Its meant to be on the lower end on quality since its a remake of a old game, so I'm going to purposely date things. |
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codboy22
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| Joined: 05 May 2012 |
| Total Posts: 598 |
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| 15 Aug 2016 09:01 PM |
| well since were both using the same old ass engine, raycasting lines = GunGlobalizer? |
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| 15 Aug 2016 09:05 PM |
| Lol... http://wiki.roblox.com/index.php?title=Scripting_Book/Chapter_17 and http://wiki.roblox.com/index.php?title=API:Class/Workspace/FindPartOnRayWithIgnoreList |
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