I’ve looked through free models and they all just spawn an invisible part and put a decal in the direction of the shooter.
I found this topic that says to use a surfacegui
but it’s from 2 years ago and it doesn’t explain how they position the imagelabel based on where you shoot.
My gripe with the first method mentioned is that it might lag the game with so many instances being created and deleted every time a bullet hole is created and deleted.
I know how to use raycasts. However, to my understanding, it’s better to use surfaceGUIs instead of cloning and parenting to workspace from the replicated storage. The problem is how you would position the imagelabel inside the surfaceGUI based on where you shot.
Do games with bullet holes just create transparent parts and stick a decal on it or do they use the method I mentioned before?
Hello, could you explain how to use it?
I have tried to use it, but the times I have used it I have missed a mistake
The error practically reads like this: “getSurfaceClosestToPoint is not valid member of baseplate” As well as the baseplate, with all the blocks I shoot that error appears to me.
Like this
module.WorldPositionToGuiPosition(hitpart,hitpos)
I’ve done everything right, the position gives you a vector 3 and the hitpart gives you the part you’ve shot.
Yes, I did the same thing in my script.
When sending the block and the pocision to the modulescript this gives error in line 121, the same one that I just taught you
“GetSurfaceClosestToPoint is not a valid member of baseplate”.
This is an example. If you want to use a pool, go for it.
It’s working for me. The line you’re referring to: local Surface = self:GetSurfaceClosestToPoint( Part, WorldPosition );
Which indicates your error thinks “self” is baseplate. No idea how that could be the case. In any means, I just updated the script on the toolbox to be the latest one I have. Though I am quite sure I haven’t touched it since I wrote it in 2017.
I will try it, by the way, very well programmed the bots of your last video, I am currently trying to make an fps with game modes similar to those of the video game “halo” and I am inspired by your creations.
I’m a little late… But how do I set this up? I’m bad with modulescripts, and I am not sure how to use it and modify it to actually create bullet holes from my raycast…