FastCast Redux Projectile Bug

I am using FastCastRedux Module for this projectile.
the issue is that the projectile goes super buggy and glitchy when it is launched.
The code:

local sword2 = script.NoblePhantasms.Sword1:Clone()
sword2.Anchored = false
sword2.Transparency = 0
sword2.Material = “Metal”
sword2.ParticleEmitter2.Enabled = false
sword2.Color = Color3.new(0.45098, 0.45098, 0.45098)
sword2.Trail.Enabled = true

		local FastCast = require(game.ReplicatedStorage.FastCastRedux)
		
		FastCast.VisualizeCasts = false
		
		local caster = FastCast.new()
		
		local castParams = RaycastParams.new()
		castParams.FilterType = Enum.RaycastFilterType.Blacklist
		castParams.IgnoreWater = true

		local ProjectileFolder = workspace:FindFirstChild("ProjectileFolder") or Instance.new("Folder", workspace)
		ProjectileFolder.Name = "ProjectileFolder"
		
		local castBehavior = FastCast.newBehavior()
		castBehavior.RaycastParams = castParams
		castBehavior.AutoIgnoreContainer = false
		castBehavior.CosmeticBulletContainer = ProjectileFolder
		castBehavior.CosmeticBulletTemplate = sword2	
		
		
		castParams.FilterDescendantsInstances = {player.Character,ProjectileFolder}
		
		local function onLengthChanged(cast, lastPoint, direction, length, velocity, sword2)
			if sword2 then 
				local bulletLength = sword2.Size.Z/2
				local offset = CFrame.new(0, 0, -(length - bulletLength)) * CFrame.Angles(math.rad(-90),math.rad(-360),math.rad(360))
				sword2.CFrame = CFrame.lookAt(lastPoint, lastPoint + direction):ToWorldSpace(offset)
			end
		end
		
		local firepoint = player.Character:FindFirstChild("Caldibolg2").FirePoint
		
		local function onRayHit(cast,result,veclocity,sword2)
			local hit = result.Instance
			
			local character = hit:FindFirstAncestorWhichIsA("Model")
			if character and character:FindFirstChild("Humanoid") then
				if hit.Name == "Baseplate" then
					sword2.Anchored = true
				end
				print(hit.Parent.Name)
				character.Humanoid:TakeDamage(8)
				local weld = Instance.new("WeldConstraint",sword2)
				weld.Part0 = sword2
				weld.Part1 = hit
				delay(1, function()
				sword2.Material = "ForceField"
				local ts = game:GetService("TweenService")
				local info = TweenInfo.new(5,Enum.EasingStyle.Quint,Enum.EasingDirection.Out,0,false,0)
				local goal = {
					Transparency = 1;
					Color = Color3.new(0, 0.666667, 1)
				}
				local tween = ts:Create(sword2,info,goal)
				tween:Play()
				sword2.ParticleEmitter2.Enabled = true
				sword2.Trail.Enabled =  false
				delay(0.5, function()
					sword2.ParticleEmitter2.Enabled = false
					sword2.Trace:Destroy()
					game.Debris:AddItem(sword2,1)
					end)
					end)
				
			end
		end
			
			local origin = firepoint.WorldPosition
			local direction = (extra1 - origin).Unit
			
			caster:Fire(origin,direction,100,castBehavior)
			

		caster.LengthChanged:Connect(onLengthChanged)
		caster.RayHit:Connect(onRayHit)

video is little laggy at start.

1 Like

I manage to solve this problem by making the sword model anchored.
I have no idea why or how that fixed the issue but I am not complaining LOL.

2 Likes

I have the same problem with tweening my trowing knife and anchored does work but only problem is that for some reason it does not detect hitbox,
For example if i added a script saying print(hit) on a touch function on the knife it does not print but when anchored is false then it prints fine.
Was wondering if you also having this problem?

2 Likes

I am did not ran into this problem luckily

2 Likes