Bullet tracers are "dripping" from gun

Dunno why or how to fix this.

Problem started after I implemented a wait() statement in the following code:

local inaccuracy = math.rad(1)
			Bullet.CFrame = CurrentSpawn.CFrame
			Bullet.CFrame = Bullet.CFrame * CFrame.Angles(
				(math.random()*1-1)*inaccuracy,
				(math.random()*1-1)*inaccuracy,
				0)
			Bullet.Parent = game.Workspace
			wait() -- right here
			Bullet.Velocity = Bullet.CFrame:vectorToWorldSpace(Vector3.new(0, 0, 0.1) * 16000)
			Bullet:SetNetworkOwner(player)
			coroutine.resume(coroutine.create(function()
				wait(5)
				Bullet:Destroy()
			end))

the reason I have the wait statement is because the tracer would not begin at the tip of the gun, instead some distance ahead. I read from another post that a solution a guy found was to just make it wait a frame so the tracer initializes properly when the velocity is added.

How can I fix this?

1 Like

This is because the bullets are unanchored so the bullets will fall if the speed of the bullet isn’t fast enough

I think the bullets are moving pretty fast?

some of them fall, some of them don’t? idk…

Are the parts where the bullets come from cancollide = true?

no, they are not.
charssssssss

You could try making the bullet anchored before the wait() and unanchoring it afterwards

Bullet.Parent = workspace
Bullet.Anchored = true
wait()
Bullet.Anchored = false
Bullet.Velocity = Bullet.CFrame:vectorToWorldSpace(Vector3.new(0, 0, 0.1) * 16000)
Bullet:SetNetworkOwner(player)
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i guess this is really just the easiest way out. Thanks.