I am building a realistic weapon using FastCast and the projectile speed is set the the foot/second of the real life identical weapon; however, if the projectile is too fast and the tracers cannot be identified. Are there any solutions that allows the tracers to be visible while having the same projectile speed?
I have tried using ātrailsā instead of ābeamsā but it leaves a mark in the sky because how the part cache work.
āmark in the skyā(basically vertical lines that arenāt where the bullet is going
I was going to say trails almost immediately and then I read this:
Oh well.
Anyways, Iāve never used the fast-cast module so I canāt help you there. However, a few solutions I can think of off the top of my head are:
Use trails, but switch them to disabled before returning the part to the cache (to remove the streak in the sky) and to enabled after cframing them to the first position.
Use beams with one of the attachments trailing behind the bullet.
Use RunService to create a trail of bullets by creating small parts spanning between the position and the previous position. While this is possible, I wouldnāt reccomend it, as itād be the least performant (although you could still optimize it to a workable degree) and take a lot of work to actually get to look good.
are there simular ways to do this without having to create a fastcast handler module? I tried but Iām not sure how to get the cosmeticbulletobject correctly
weaponEvent.OnServerEvent:Connect(function(plr,action,part1,part2,damage)
if action == "trigger" then
local origin = part2.p
local lookdirection = part2.lookVector*1000
local weaponCaster:Fire(origin,lookdirection,script.Parent.Variables.mVelocity.Value,fastBehavior)
local bullet = weaponCaster.RayInfo.CosmeticBulletObject
local trail = bullet:FindFirstChildWhichIsA("Trail")
if trail then
trail.Enabled = true
end
end
end)
Edit: Nope i figured it out, the code above is corrected
I used trails and the method u provided but thereās a HUGE gap between the ray origin and the tracerās origin; Another problem is that once the tracer gets far away it becomes undetectable again. I am looking for the tracers similar to those of Deadline and Phantom Forces.
I believe then you can use beams instead and just use the particle framework in that model, like how @Tidyen used it. The delay is a flaw in fascast where it waits one frame from the fire point I believe, eti talks about it.