Yep I ran into the same thing. I opened a github issue for @Ax3nx
I’m getting another warning now when I fall off. It says this:
Cannot build snapshot record for dutycall11, it has no root. (x1904) - Server - Snapshots:168
And after that I can’t even shoot when I respawn.
Agreed, why doesn’t the module itself handle this?
I know there is an example script in the documentation, but it could be directly implemented in the library.
Why my bullets are ricocheting when the function isnt even running im so confused
how can i disable ricocheting?
How do I make it so players can attack eachother without being on teams? I tried removing the line of code in the simulation module
local Player = NextRecord.Player or PreviousRecord.Player
if Player and IsPlayerFriendly(Caster, Player) then
continue
end
But it just made it so you could hit yourself with your own projectile.
The projectile spawns at the centre of the origin which causes such anomaly:
Version v1.3.0
Added
- Added a quick setup utility, thanks @ItsMeKlc
Fixes
- Fixed an error caused by a nil
NextRecord
Notice of Archival
I have archived the GitHub repo and will no longer be maintaining the project.
Anyone is welcome to create a fork of their own if they wish to continue with it.
Is there any way to remove ricocheting?
yeah i did that but it still ricochets also when i set a collision group to the raycast it start working trippy
here proof of what i said
Is the function of casting the projectile able to be called back in other scripts to identify the projectile that has been cast?
Like:
local Projectile = SC.Cast(Player, "Fireball", Origin, Direction, Time)
Does anyone know how the secure-cast snapshots & hitboxes work? I want to use these utilities outside secure-cast but i have no idea how. (I got a weapon firing 1 raycast and i want it to see what secure-cast’s raycasts see and detect player that way)
What would I have to replace in my project to update it?