So my “Fireball” won’t shoot accurately (and no the character doesn’t get in the way). I want to know how you guys make “Fireballs” fire accurately, and in full detail, because I’m a little new to projectiles. Anyone care to help?
I’ve tried using a bodymover/bodyvelocity, and setting a part to mousehit position, but that doesn’t always fire directly towards where I want it to go. Sometimes a part will get in the way, sometimes it will shoot nowhere near it’s target.
If I used camera lookvector, it may solve things however then the problem would be calculating from the camera to the mousehit position. a ray would probably solve this issue, but how would I make the velocity a ray? maybe i’m just overthinking things and there’s a simpler way to solve this issue. anyone know how?
when i make a projectile i most of the time use mouse.hit u said u had a problem with it touching your character? have u thought of setting the projectile cancollide off and make it so it will ignore your character? btw if u dont want it to hit you make it spawn farther from your torso
If the character is getting in the way, I would recommend using raycasting. Or just make it so that the Touched connection ignores the sender’s character.
On the server you fire a cast without a bullet (for hit detection) and then send information to replicated storage for bullet start point, end point, speed etc
On the client you render all the bullets (yours are rendered when you shoot with the tool however for “seamless gameplay”)
I hope this helps you understand how fire cast works so you can make a similar module.