I want to make it so bullet holes don’t float when the edge of a wall is shot but I can’t seem to figure it out.
I understand that I will likely have to remake this script as I don’t think it’s possible to do this with my current script that uses decals but I don’t know.
Current Script (Shortened)
Evt.HitEffect.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings)
Evt.HitEffect:FireAllClients(Player, Position, HitPart, Normal, Material, Settings)
local gun = Player.Character:FindFirstChildWhichIsA("Tool")
if HitPart.Material == Enum.Material.Concrete or HitPart.Material == Enum.Material.Cobblestone or HitPart.Material == Enum.Material.Pebble or HitPart.Material == Enum.Material.Fabric then
local a = Instance.new("Part", BulletModel)
a.FormFactor = "Custom"
a.TopSurface = 0
a.BottomSurface = 0
a.Transparency = 1
a.CanCollide = false
a.Size = Vector3.new(0.5, 0, 0.5)
a.CFrame = CFrame.new(Position,Position-Normal) * CFrame.Angles(90*math.pi/180,math.random(0,360)*math.pi/180,0)
a.BrickColor = BrickColor.new("Really black")
a.Material = Enum.Material.Air
local b = Instance.new('WeldConstraint')
b.Parent = a
b.Part0 = a
b.Part1 = HitPart
local c = Instance.new("Decal", a)
c.Texture = "rbxassetid://"..concrete_bulletholes[math.random(1,5)]
c.Face = "Top"
-- c.Transparency = 0
local d = Instance.new("PointLight", a)
d.Color = Color3.new(0, 0, 0)
d.Range = 0
d.Shadows = true
local e = Instance.new("Weld")
e.Part0 = a
e.Part1 = HitPart
a.Parent = HitPart
end
end
end)
Thanks.