In this case, caster.Position is the origin of the ray. The brick should appear regardless of you inserting a block or cylinder mesh. If you know the end position, you could spawn a part at that position and use that with a touch event to deal the damage. The correct solution here is to use raycasting to calculate your projectile collision. Well technically the original code you provided shouldn't work because it still has no parent. This subreddit is run by volunteer users. Your best bet would probably be the second option due to everything just lagging less. This problem is just compounded by the fact that most projectiles are tiny and player characters are also thin (1 stud thick when shooting head-on). In theory, how would it perform on a large scale; say, fifty of them firing at once, or on a server with sixty-four players? You could trust the shooter, but that just makes it way too easy to cheat. If a 1x1x1 stud block is moving 1 stud per second in a direction, then every tick, the block will have moved about 1/60 (0.01666666666) of a stud from where it was the last tick. I have no idea which one of the two is better performance-wise, but there's no noticeable difference, apart from the reliability of the shots. It’s just an unfortunate part of making networked games that hide the inherent network latency from the player. Sign Up, it unlocks many cool features! Press J to jump to the feed. Everything that you will need to change is capitalized. I wouldn’t, otherwise you’d probably risk having some people find out about this and start ruining the game for others. This should have overpentration for collateral’s built in as long as you don’t stop running :update() after the first impact. The correct solution here is to use raycasting to calculate your projectile collision. So does anyone care to help me get started on projectile attacks like fireballs and stuff? On the client; Anchored part, ray-based detection. A ray’s origin is simply a datatype/Vector3 point in the world. You’d need a server script running non stop moving things in a table. Try assigning bullet a parent and see if it work. For further information, including information on how to prevent or manage the use of cookies on this Platform, please refer to our Privacy and Cookie Policy. You can then re-create the CFrame on the clients using this information. Looks great. You could do Bullet = Instance.new("Part",Workspace) or do Bullet = Instance.new("Part") Bullet.Parent = Workspace. I don’t have access to those links because I don’t have full member status. In our case we know that the only acceleration affecting our objects is gravity. 7 min ago, Python | So like each ray cast starts where the previous ray cast ended, and recursively calculating getPartOnRay() for each of these ray casts until some base case. I’ve actually done this myself a few times, too. Probably intense math. I’m just wondering if there’s is already a built in method that would make things easier, and if I should just use touch events for slower moving objects like snowballs. ... in a parabolic arc until it hits something. Roblox has a thing for Psychics Rendering it’s called NetworkOwnerShip. In this sample project, rays are cast directly downward from the caster, so rayDirection is a datatype/Vector3 pointing 100 studs down on the Y axis. We know that the derivative of position with respect to time is velocity and that the derivative of velocity with respect to time is acceleration. Yeah, it is. For then using hit detection, you can do a couple of things. Because bullets move so fast, the amount of ground that they cover in relation to how quickly they are effected by gravity doesn’t result in an intense arc. The third option would probably be the most aesthetically pleasing but it would need a lot of work to pull off. If you don’t trust the shooter, but also don’t rewind, people with faster internet connections get a huge advantage because they don’t have to lead their shots as much. just creating an Explosion at the Vector3 location of wherever the projectile collides (but first accounting for the size of the part). No, I don’t think so. 1 hour ago, We use cookies for various purposes including analytics. I'm trying to change the original 'ray' projectile fired by the script into a cylinder mesh, but it doesn't seem to be working correctly. Why does my bullet move almost to mousePos, but not the mousePos? Powered by Discourse, best viewed with JavaScript enabled. So when you do Bullet = Instance.new("Part") you are instancing or creating a new part. That is incredibly useful to know, I’ve been wondering why I’ve been able to get a few hundred working! Just know that it gets obnoxious very quickly from all the lag the engine has. The origin is subtracted from both sides of the equation: The ray’s direction is the destination minus the origin. Now North Korea will kidnap you and force you to work for them.

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