Hello, long time no see. I have been working on a gun, the model I made for the gun isn’t good as I thought it would be but it’s a good base. Scripting is what I care about here, I would love some feedback no pulling punches if you can.
Features consist of:
Gun idle animation
Reloading system
Lock First person
Works well with camera bobbing
A nice shooting system
Gun sounds
Shooting FX (NOT MINE)
Future features:
More animated gun stuff (reloading, shooting)
Hopefully bullet tracers (Thats one thing I want to understand how to do badly)
Bullet effects
NOTE: I was assisted by AI while writing my code, I did most of the code though.
That’s a very nice gun system! I personally like the design of the GUI on the gun, and the GUI effect on dead subjects. Looking forward for the future updates man! Great work, great effort!
I really wonder why would i use this over other systems like FE Gun Kit, Sensei’s system, or even making my own. (I do understand this isnt a resource or sum, i’m just telling)
Your system is honestly very simple and basic, nothing special at all. Anyway, without starting and making mistakes you can’t improve (only if you can’t take criticism ofc).
I can take criticism, thank you for your feedback. This is nothing but a little fun thing to do as I learn to code better. I learned a lot and I still continue to do so
You will need the Origin Position, the direction (with UpVector, LookVector or RightVector) and RaycastParams.new(). if needed to include or exclude parts or descendants. The Syntaxe will be this:
local Result = workspace:Raycast(Origin, Direction, RaycastParams)
For the RaycastParams, you can do something like this:
local RaycastParams = RaycastParams.new()
RaycastParams .FilterType = Enum.RaycastFilterType.Include --(Replace Include to Excluse depending what you need if you need)
RaycastParams .FilterDescendantsInstances = {} --array of parts or anything else physical visible, can be empty if you don't need it