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Re: Raycasting Velocity..?

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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 02:41 PM
How would one raycast velocity to generate a bullet..?
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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 02:47 PM
@Soybeen I know your there, please help me :C

A bullet using velocity... <-- I've done it using tween but that inefficient...
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 02:47 PM
What do you mean by raycasting velocity?
You could lerp the bullet between the startpoint and destination


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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 02:49 PM
I do, but I basically want to using velocity... for efficiency.

Here join me: https://www.roblox.com/games/625675133/Lerp-Bullets
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 02:50 PM
Like BodyVelocity?


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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 02:51 PM
Yea, but getting the direction and stuff is my issue and keeping them going perfectly straight. (Using the mouse, not like lookvector)
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 03:00 PM
-- this will give you some unavoidable bullet drop

local player = game.Players.LocalPlayer
local tool = script.Parent
local mouse = player:GetMouse()

tool.Activated:connect(function()
local bullet = Instance.new("Part")
bullet.Size = Vector3.new(1,1,1)
bullet.CFrame = CFrame.new(tool.Handle.Position,mouse.Hit.p)
bullet.CustomPhysicalProperties = PhysicalProperties.new(0,1,0,1,0)
bullet.Velocity = mouse.Hit.p.unit*1000
bullet.Parent = workspace
end)


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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:01 PM
Is there a way to raycast this bullet so I can set the debris for the speed and distance..?
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 03:05 PM
No reason to raycast here when you can detect .Touched of the bullet.
As soon as the bullet touches something, remove it.

Alternatively you can work out the magnitude between yourself and the mouse.Hit.p, and use the speed of the part (the *1000 we multiplied the unit vector by) to determine when it should reach its destination
travelTime = distance/speed
i.e.
travelTime = (handle.Position-mouse.Hit.p).magnitude/1000

and if it hits something on its way then just remove it anyways


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EvilDonutNoob is not online. EvilDonutNoob
Joined: 26 Jan 2014
Total Posts: 440
06 Feb 2017 03:05 PM
throw script 100% credit to EviLDonutNoob function ############### local a=-196.2 local t=.3 --TIME IT TAKES FOR BULLET TO REACH MOUSE local v=Vector3.new( ################# ######################### ################ ) print(v.magnitude) local part=Instance.new('Part',workspace) part.Shape='Ball' part.BrickColor=BrickColor.new('Dark green') part.CanCollide=false part.Size=Vector3.new(1,1,1) part.CFrame=CFrame.new(pos0) part.Velocity=v end local pl=game.Players.LocalPlayer local mo=pl:GetMouse() mo.Button1Down:connect(function() throw(pl.Character.Head.Position,mo.Hit.p) end)
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EvilDonutNoob is not online. EvilDonutNoob
Joined: 26 Jan 2014
Total Posts: 440
06 Feb 2017 03:06 PM
REPOST

paste
bin
.
com
/
NQjwQGx4
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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:11 PM
local player = game:GetService("Players").LocalPlayer
local tool = script.Parent
local Speed = 1000

tool.Equipped:connect(function(mouse)
local User = tool.Parent
mouse.Button1Down:connect(function()
local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit * 300)
local Hit,Position = workspace:FindPartOnRay(ray, player.Character, false, true)
local Distance = (tool.Handle.CFrame.p - Position).magnitude

local bullet = Instance.new("Part")
bullet.Size = Vector3.new(1,1,1)
bullet.CFrame = CFrame.new(tool.Handle.Position,Position)
bullet.CustomPhysicalProperties = PhysicalProperties.new(0,1,0,1,0)
bullet.Velocity = mouse.Hit.p.unit*Speed
bullet.Parent = workspace
game.Debris:AddItem(bullet,Distance/Speed)
end)
end)
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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:14 PM
How would I make the bullet go downward toward the mouse, as it just goes straight as if it was lookvector...
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EvilDonutNoob is not online. EvilDonutNoob
Joined: 26 Jan 2014
Total Posts: 440
06 Feb 2017 03:15 PM
I modified your script here test it


pastebin
.
com
/
JQm5KfpJ
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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:16 PM
^ Don't use pastebin... thanks anyways... :/
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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:29 PM
:c
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 03:39 PM
Downward toward the mouse?
I'm not really sure what you mean.

Also pastebin is very useful


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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:44 PM
--Looking down makes the bullet go down, so it goes up and down and whatever toward the mouse...



local player = game:GetService("Players").LocalPlayer
local tool = script.Parent
local Speed = 1000

tool.Equipped:connect(function(mouse)
local User = tool.Parent
mouse.Button1Down:connect(function()
local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit * 300)
local Hit,Position = workspace:FindPartOnRay(ray, player.Character, false, true)
local Distance = (tool.Handle.CFrame.p - Position).magnitude

local bullet = Instance.new("Part")
bullet.Size = Vector3.new(0.2,0.2,0.2)
bullet.Shape = 'Ball'
bullet.CanCollide = false
bullet.BrickColor = BrickColor.new('New Yeller')
bullet.Material = 'Neon'
bullet.CFrame = CFrame.new(tool.Handle.Position,Position)
bullet.CustomPhysicalProperties = PhysicalProperties.new(0,1,0,1,0)
local velocity = Instance.new('BodyVelocity',bullet)
velocity.Velocity = mouse.Hit.p.unit*1
bullet.Parent = workspace
game.Debris:AddItem(bullet,Distance)
end)
end)
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 03:45 PM
Right, the bullet should always go towards the mouse, no?


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MrJoeyJoeJoey is not online. MrJoeyJoeJoey
Joined: 20 Aug 2011
Total Posts: 20787
06 Feb 2017 03:54 PM
I already posed my code on your other multi page post.
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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 03:54 PM
To the mouse's hit, with this the x and z work and the y only works going upwards.
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 04:01 PM
I guess I'm just very confused when you say that the y only "works going upwards."
Is the target above you?
Are you shooting directly up?
Affecting the velocity requires the part to be unanchored, affecting it through a BodyVelocity would pull the part in undesirable directions.
Check the old Roblox rocket's method of propulsion. I believe it uses BodyMovers, but in my experience BodyMovers will subject your part to undesirable movement patterns when you think it should be linear.


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Lua_Basics is not online. Lua_Basics
Joined: 04 Jun 2012
Total Posts: 9977
06 Feb 2017 04:03 PM
No the part doesn't go down if the mouse is down (on the floor), it just goes in that direction. :/
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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 04:06 PM
That's how gravity works, right?
Hard to have any bullet drop if you're shooting towards earth's center mass


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Soybeen is not online. Soybeen
Joined: 17 Feb 2010
Total Posts: 21462
06 Feb 2017 04:08 PM
Testing it for myself and I can see the issue you are describing, it's odd and I'm not sure why it's occurring


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