Add some effects for telegraphing the gunshots,perhaps make some smoke come out of the muzzle or even a tiny spark,looks very boring.I get that you might want to go after realistic guns,but a majority of the time realism doesn’t work effectively in games.
I planned on adding a muzzle flash on the front, but smoke is another thing that could be added
Now that you point it out, it does look pretty boring. Thank you for the feedback
5 is already added, although it’s not displayed in the video very much
Just finished adding 1 and 3 about 5 minutes ago, and number 2 is something I had no idea was possible without sounding weird so that’s definitely a good tip
working on the server side of things right now, so next thing being added will be fixing the sound effects plus bullet holes
Particles and sounds where the bullets hit are both very good ideas, but there’s one issue
The particle or sound would have to only be available on the client of the person who shot the bullet (Unless I’m missing something)
I would have to make a part at the point where the bullet hits, then add a sound and particle effects to that part which can cause lag to other users when hundreds of people are shooting at the same time. Worst case scenario, an exploiter could spawn in a ton of particle effects and crash a game or use it as a lag switch
I will add this on the client, but if you have a more efficient idea to making effects without lagging the game, I’m open to ideas
I assume you probably already have a remote event for firing (because you need to fire the raycast, damage, etc.), create another one for particles and sounds, then, on the server, fire that remote to all players with all of the parameters, like position or gun name.
In a localscript, connect to OnClientEvent for that remote, then create the particles and sounds.
This is what many gun frameworks do, and it works really well.
Isn’t that the same thing as spawning a part on the server? It’s just using a remote event to individually spawn the part on each person’s client, right?
They could, but it’s very unlikely due to how optimized sounds and particles are. If they do, you can always add some optimization.
A technique could be using magnitude to see if the particle is a certain amount of studs away from the character, and if it’s higher then that value, disable it. You could also have an option in your games settings to disable all particles.