Bullet Replication (SUPPORT)

  1. What do you want to achieve?
    I need it so when the gun is fired the replicated it fires in the players mouse direction instead of someone elses mouse position.

  2. What is the issue?
    At the moment everything works fine but when you fire a bullet to the players mouse position it works fine but to other players it shows the bullet going to there mouse position instead of the person that shot it so the bullet is wacky.

  3. What solutions have you tried so far?
    I have tried to have the bullet follow a cloned bullet which then works but then i have to get really close to a player to do damage as shown here: https://i.gyazo.com/7a896dbf8e7387eee5603f0b92e8b892.mp4

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

This is the code from the replication side when using Mouse Hit Position which gives me what im looking for apart from the fact you need to go close to the player to damage them as it seems the tween stops before it hits the player (And I don;t get the result im looking for when using Velocity as there is bullet drop I want to remove bullet drop)

local tweenService = game:GetService("TweenService")
local plr = game.Players.LocalPlayer
local cooldown = false
local MOUSE = plr:GetMouse()
game.ReplicatedStorage.Ray.OnClientEvent:Connect(function(plr,ray,position,mouse,player,distance,origin,chamber,MouseHit,Damage)
	
	
	local Bullet = Instance.new("Part")
	Bullet.Parent = workspace
	Bullet.Anchored = false
	Bullet.CanCollide = false
	Bullet.Material = Enum.Material.Neon
	Bullet.BrickColor = BrickColor.Yellow()
	local LasterDist = (origin - position).magnitude
	Bullet.Size = Vector3.new(0.168, 0.166, 3.406)
	
	Bullet.Position = origin
	Bullet.CFrame = CFrame.new(Bullet.Position, MOUSE.Hit.p)
	
	Bullet.Touched:Connect(function(hit)
		if cooldown == true then return end
			
		if hit.Parent:FindFirstChild("Humanoid") then
			if hit.Parent == plr.Character then return end
			cooldown = true
			
			script.RemoteEvent:FireServer(hit.Parent.Humanoid, Damage)
			script.RemoteEvent.HitSound:Play()
			Bullet:Destroy()
			wait(0.1)
			cooldown = false
		end
	end)
	
	local FakeBullet = game.Lighting.FakeBullet:Clone()
	FakeBullet.Parent = workspace
	FakeBullet.Position = chamber
	
	
	Bullet.Touched:Connect(function(hit)
		if hit:IsA("Terrain")  then
			wait(0.04)
			Bullet:Destroy()
		end
		end)
	

	
	local tweenInfo = TweenInfo.new(0.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
	tweenService:Create(Bullet, tweenInfo, {Position = MouseHit}):Play()
	Bullet.Velocity = Bullet.CFrame.LookVector * 500
	

	
	
end)

As you can see in this video the bullet goes towards the mouse of the other person instead of the person who shot it.
https://i.gyazo.com/abda33d035dae0cc0d3920e3634669eb.mp4

(Sorry if I didn’t explain it the best but the videos will help you understand.

You are creating the bullet toward MOUSE, which is defined as the localplayers mouse. I don’t think you can send the mouse object to the server, you might have to send the mouse position explicitly.

Tried sorting this and it’s the same issue bullet still goes towards the other persons mouse as seen here:
https://i.gyazo.com/b4e4ab67913d266d58ca0a2f11cc1ae7.mp4