Hello, I’ve released a new version 1.1.3, could you give it a try and see if the issue still persists. Thanks!
Help, how do you set up this? like the folders/class each modulescript should go to
Thanks
This page should contain a simple overview of how to setup a basic bullet projectile and fire it:
https://1axen.github.io/Secure-Cast/Getting%20Started/Simulation/
Hey @Ax3nx, is it possible for you that when upon creating the projectile and you are able to mess around with it?
I am currently working on my game still with the system and we have separated modules for team projectiles, which is tedious for me as I am trying to keep the every script same as possible.
It would be really nice to have a function “OnCreated” on them and will really help.
this looks really good for my game but the OnIntersection function doesn’t seem to be working out of the box anymore
edit: fixed it, you need to add teams into the TeamService
Have you tried using the modifiers system?
It lets you modify all of the projectiles properties, you can also pass a different part to use for rendering when spawning the projectile.
Oh! I haven’t used it at all, but a bit some of explanation would be grateful! : D
I’ve taken the time to reorganize the documentation site a bit to make it more clear to new users of the library.
@scribblestack I’ve added a section on using modifiers, please let me know if you need any further clarification.
I have returned.
Been messing around with Modifiers, it helped me a lot with having projectiles going through a few tags, super useful! I still haven’t found out how I can update the said Projectile’s Part looks, it would be nice if you could provide some information about it.
i currently use fastcast on the client for my system, is this just like an extension of fastcast with more speed or is there more happening that fastcast doesnt do for you, besides the obvious server sided stuff
What do you mean by extension? Don’t let the name fool you the only thing in common between this and FastCast is workspace:Raycast
(Don’t mean this to sound demeaning, just that the solutions aren’t really similar). As for features I guess the multi-threaded by default is something it offers over fastcast but really the server-sided hitbox is the main focus of SecureCast.
yeah but right now i got a pretty good system using fastcast but the only downside is performance with lots of players, the system starts to slow down at hundreds of projectiles being fired at once (and i handle each one on the client)
i never have any problems with hitboxes since everyone assumes theres going to be a small delay
if i were to swap to this, is the actual projectile calculation performed on the server or client. since from my experience having the server handle the projectile opposed to the client caused massive slow downs and it works much better when the client handles the calculations and the server just verifies the hit
It’s performed on both, client has its own calculations in order to render it and the server performs the actual hit detection.
The point of the module is that it performs the hit detection on the server performantly, it can handle upwards of 600+ projectiles at once on the server with frame time to spare.
Is it possible for you to give us a game file for the demos you did?
how would i modify this to make the projectiles damage npcs too?
Do you have discord? I have some questions I have about this and need your opinion on some things
There isn’t nice NPC support out of the box, so you would need to modify the Snapshots generation and RaycastPlayers
function to also support NPCs, it’s something I’d like to do myself but I don’t currently have the time to spare.
It’s “axen.”, you can also find it in my GitHub about me (I think that’s what it’s called?)