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Re: Help

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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 05:12 PM
Sorry for double post but I seemed to have worded this wrong.
I'm wondering how to add a spreed effect to my ray casting gun that ive made using the wiki
http://wiki.roblox.com/index.php/How_to_Make_a_Raycasting_Lasergun




Code
"
--Variavles--start
local tool = script.Parent
local user = nil
local debounce = false
--Variavles--end



--Main/Functions/Logic--start
tool.Equipped:connect(function(mouse)
user = tool.Parent
mouse.Button1Down:connect(function()
if debounce == false then
debounce = true
for i = 1, 10 do print("lol")
wait(0.1)

--make the ray
--local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit*300)--
local ray = Ray.new(tool.Handle.CFrame.p, (mouse.Hit.p - tool.Handle.CFrame.p).unit*300)
local hit, position = game.Workspace:FindPartOnRay(ray, user)
print(mouse.Hit.p)
--do damage to humanoid if hit--
local humanoid = hit and hit.Parent and hit.Parent:FindFirstChild("Humanoid")
if humanoid then
humanoid:TakeDamage(30)
end
--draw the ray
local distance = (position - tool.Handle.CFrame.p).magnitude
local rayPart = Instance.new("Part", user)
rayPart.Name = "RayPart"
rayPart.BrickColor = BrickColor.new("Bright yellow")
rayPart.Parent = game.Workspace
rayPart.Transparency = 0.5
rayPart.Anchored = true
rayPart.CanCollide = false
rayPart.TopSurface = Enum.SurfaceType.Smooth
rayPart.BottomSurface = Enum.SurfaceType.Smooth
rayPart.formFactor = Enum.FormFactor.Custom
rayPart.Size = Vector3.new(0.2, 0.2, distance)
rayPart.CFrame = CFrame.new(position, tool.Handle.CFrame.p) * CFrame.new(0,0, -distance/2)
game.Debris:AddItem(rayPart, 0.1)
end
wait(0.5)
debounce = false
end
end)
end)
--Main/Functions/Logic--end"

Thanks in advanced.

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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 06:12 PM
Bump
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poulsen is not online. poulsen
Joined: 23 Nov 2008
Total Posts: 15552
15 Oct 2012 06:25 PM
Sorry, but I'm just a starter, so I didn't understand half of this...

~ I'm making a note here, huge success! C: ~
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 06:33 PM
Then don't post.
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 06:46 PM
Bump
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 09:09 PM
bump
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 10:45 PM
bump
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
15 Oct 2012 10:55 PM
local rayPart = Instance.new("Part", user)

It has to be in character/workspace, you can't just put it in the user, unless user = Character, i wasn't paying attetntion
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 10:58 PM
That's not what I want, I want a spreed effect on the ray
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
15 Oct 2012 11:00 PM
use Magnitude and a table to put items near the ray in their, and for each object in table, you do what you need to, then remove it fro table
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 11:01 PM
I don't understand...

I'm trying to change the accuracy of the gun..
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
15 Oct 2012 11:03 PM
Change a vector to a math random (cur - 3, cur + 3) where cur is what it shoud be
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 11:04 PM
Huh???

Explain more?
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cntkillme is not online. cntkillme
Joined: 07 Apr 2008
Total Posts: 44956
15 Oct 2012 11:05 PM
So, the ray position is (X, Y, Z) right?

do

Position = Vector3.new(
math.random(X - 3, X + 3),
math.random(Y - 3, Y + 3),
math.random(Z - 3, Z + 3)
)

Or seomthing like that
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
15 Oct 2012 11:07 PM
The problem is

in real life the father out you shoot the less accurate the gun is right?
Not with that though.... doesn't matter how far you shoot the gun will always be a little non accurate



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gijsbel11 is not online. gijsbel11
Joined: 07 Feb 2009
Total Posts: 4223
16 Oct 2012 03:39 AM
REALLY pokemon!? You freaking removed the 'shake' -.-? Well, i'm not going to help you anymore you idiot.
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
16 Oct 2012 08:54 AM
Yeah cause it's not what i'm looking for...

If you not going to help me then stop posting.
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poulsen is not online. poulsen
Joined: 23 Nov 2008
Total Posts: 15552
16 Oct 2012 09:15 AM
When I posted that post, I thought I'd help you by bumping it...
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
16 Oct 2012 10:28 AM
I can bump it my self thanks though.
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woot3 is not online. woot3
Joined: 10 Nov 2008
Total Posts: 3599
16 Oct 2012 11:32 AM
Please post the output this provides.
What it should be doing but isn't.
And make sure that I know roughly where the script is going wrong.

I dislike long scripts.
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
16 Oct 2012 11:57 AM
Dude if you read the thread there's no error i'm wondering how to add a spread effect to the ray
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woot3 is not online. woot3
Joined: 10 Nov 2008
Total Posts: 3599
16 Oct 2012 12:02 PM
By spread, I am guessing you mean Accuracy?

Spread = 0.01
--For every stud the bullet travels, the more it goes off
Distance = (StartOfRayPosition-CurrentRayEndPosition).magnitude
--Get the distance from the start of the ray until the end
Offset = Vector3.new(math.random(-(Distance*Spread),Distance*Spread),math.random(-(Distance*Spread),Distance*Spread),math.random(-(Distance*Spread),Distance*Spread))
--Calculate the offset due to spread
RayEndPosition = CurrentRayEndPosition+Offset
--Apply the Offset for the new end position

Hope this helps.
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
16 Oct 2012 12:17 PM
But the problem is if you shoot really far it's still the same Accuracy
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woot3 is not online. woot3
Joined: 10 Nov 2008
Total Posts: 3599
16 Oct 2012 12:25 PM
Nope, what I have done, is something fairly smart.
To be accurate, each of the math.randoms needs to be between -2 and 2. The further you get away the higher and lower the bounds get. Meaning it's less likely to shoot accurately.

For instance.

If you are 20 studs from the player, and the spread is set to 0.01 then it will hit within 0.2 studs of that player.

However, if you were 500 studs from that player, and the spread was 0.01 it would hit within 5 studs of that player.

20 studs will hit them. 500 studs can hit them, but has a 60% chance of not hitting them.

You can make the spread higher to reduce accuracy. Setting it to 0.1 is something that I recommend.

I also suggest splitting each section by 100, to allow for decimals and not such a grid based shot. I will post that below

Spread = 0.1
Distance = (StartOfRayPosition-CurrentRayEndPosition).magnitude
Offset = Vector3.new(math.random(-(Distance*Spread*100),Distance*Spread*100)/100,math.random(-(Distance*Spread*100),Distance*Spread*100)/100,math.random(-(Distance*Spread*100),Distance*Spread*100)/100)
RayEndPosition = CurrentRayEndPosition+Offset
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pokemon771 is not online. pokemon771
Joined: 28 Oct 2008
Total Posts: 8671
16 Oct 2012 12:30 PM
I don't really understand what you are trying to do here.......

:s
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