I am currently working on a gun framework. I’ve gotten to the firing part, but I’m unsure how to handle recoil and muzzle flash properly.
Here are the current solutions that come to mind:
A: Add recoil in animation (firing gun animation) and let the fire rate of the gun be the length of that animation
B: Create recoil via script each time they fire (a little more difficult because I’d have to figure out how to do this and I’d have multiple scenarios or if statements for each gun because every gun has its own amount of recoil and this can get tedious for hundreds of guns.)
For Muzzle Flash:
A: Try and use practical fire and smoke effects
B: Use a particle simulator and make it flash on and off
C: Use a decal in front of the weapon
So what is the best way to go about doing it? (These are just possible solutions I thought about, if you have something different that’d be great!)
For recoil, B. Don’t think option A would work very well. You can use something like camera.CFrame = camera.CFrame * CFrame.Angles( recoil, recoil, 0 ), - recoil can be pseudo for a random angle.
For the muzzle flash, I think you should try and use a decal in front of the weapon and some particles - that could be looking cool. Good luck!
If you’re in first person, the gun will rotate with your camera (yaw). You can have the character face the yaw of the camera for third-person and have their limbs (such as arms) rotate by the pitch of the camera at all times.
For muzzle flash, going with a ParticleEmitter combined with a PointLight is definitely the way to go. You have way more control over a ParticleEmitter than fire/smoke.