Help fixing a F.E. Gun Kit

So, I have been using a gun kit for a while when just recently, it has broken. The part that is broken in particular? The Bullet Visualizer Script. It no longer shows up the bullet for other users, or the sound. However, it plays for the main player itself.

Here is the script.

local BE = script:WaitForChild("Visualize") local RE = game.ReplicatedStorage:WaitForChild("VisualizeBullet")

function VisualizeBullet(Player,Handle,MuzzleOffset,EndPos,MuzzleEffect,HitEffect,HitSound,ExplosiveData,BulletData,VisualizeExplosion,VisualizeEnabled) if Player ~= game.Players.LocalPlayer then if Handle then local MuzzlePos = (Handle.CFrame * CFrame.new(MuzzleOffset.X,MuzzleOffset.Y,MuzzleOffset.Z)).p local Distance = (MuzzlePos-EndPos).magnitude/2

		local Muzzle = Instance.new("Part")
		Muzzle.Name = "Bullet"
		Muzzle.Size = Vector3.new(0.01,0.01,0.01)
		Muzzle.Transparency = 1
		Muzzle.Anchored = false
		Muzzle.CanCollide = false
		Muzzle.TopSurface = Enum.SurfaceType.SmoothNoOutlines
		Muzzle.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
		local Particle = MuzzleEffect:Clone()
		Particle.Parent = Muzzle
		local Weld = Instance.new("Weld",Muzzle)
		Weld.Part0 = Handle
		Weld.Part1 = Muzzle
		Weld.C0 = CFrame.new(MuzzleOffset.X,MuzzleOffset.Y,MuzzleOffset.Z)
		Muzzle.Position = MuzzlePos
		Muzzle.Parent = Workspace.CurrentCamera
		Spawn(function() Particle:Emit(5) end)
		game.Debris:AddItem(Muzzle,10)	
	
		local HitPart = Instance.new("Part")
		HitPart.Name = "Bullet"
		HitPart.Size = Vector3.new(0.01,0.01,0.01)
		HitPart.Transparency = 1
		HitPart.Anchored = true
		HitPart.CanCollide = false
		HitPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines
		HitPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
		local Particle = HitEffect:Clone()
		Particle.Parent = HitPart
		local Sound = Instance.new("Sound",HitPart)
		Sound.SoundId = "rbxassetid://"..HitSound
		Sound.Volume = 1
		HitPart.Position = EndPos
		HitPart.Parent = Workspace.CurrentCamera
		Spawn(function() Particle:Emit(2) Sound:Play() end)
		game.Debris:AddItem(HitPart,10)	
		
		if ExplosiveData[1] and VisualizeExplosion then
			local Explosion = Instance.new("Explosion")
			Explosion.BlastRadius = ExplosiveData[2]
			Explosion.BlastPressure = 0
			Explosion.Position = EndPos
			Explosion.Parent = Workspace.CurrentCamera
		end
		if VisualizeEnabled then
			local Bullet = Instance.new("Part")
			Bullet.Name = "Bullet"
			Bullet.Size = Vector3.new(0.2,0.2,0.2)
			Bullet.BrickColor = BulletData[3]
			Bullet.Transparency = BulletData[4]
			Bullet.Material = BulletData[5]
			Bullet.Anchored = true
			Bullet.CanCollide = false
			Bullet.TopSurface = Enum.SurfaceType.SmoothNoOutlines
			Bullet.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
			local Mesh = Instance.new("SpecialMesh",Bullet)
			Mesh.MeshType = Enum.MeshType.Brick
			Mesh.Scale = BulletData[2] * 5
			Mesh.Offset =  Vector3.new(0,0,-Mesh.Scale.Z/10)
			Bullet.CFrame = CFrame.new(MuzzlePos,EndPos)
			Bullet.Parent = Workspace.CurrentCamera
			game.Debris:AddItem(Bullet,10)
			if BulletData[1] ~= math.huge then
				for i = 0,Distance,BulletData[1] do
					if i ~= 0 then Bullet.CFrame = Bullet.CFrame * CFrame.new(0,0,-BulletData[1]) end
					if (Bullet.Position - EndPos).magnitude < BulletData[2].Z then
						Mesh.Scale = Vector3.new(BulletData[2].X,BulletData[2].Y,(Bullet.Position - EndPos).magnitude) * 5
						Mesh.Offset =  Vector3.new(0,0,-Mesh.Scale.Z/10)
					end
					game:GetService("RunService").Stepped:wait()
				end
			else
				Mesh.Scale = Vector3.new(BulletData[2].X,BulletData[2].Y,(Bullet.Position - EndPos).magnitude) * 5
				Mesh.Offset =  Vector3.new(0,0,-Mesh.Scale.Z/10)
				local Time = game:GetService("RunService").Heartbeat:wait()
				while Bullet.Transparency < 1 do
					Bullet.Transparency = Bullet.Transparency + (Time/BulletData[6])
					Time = game:GetService("RunService").Heartbeat:wait()
				end
			end
			if Bullet then Bullet:Destroy() end
		end
	end
end

end

BE.Event:connect(VisualizeBullet) RE.OnClientEvent:connect(VisualizeBullet) --BE.Event:connect(function() print("Bindable Firing") end) --RE.OnClientEvent:connect(function() print("Remote Firing") end)

There is a child to it called Visualize, it is a RemoteEvent.

2 Likes

Is anything throwing up errors?

2 Likes

Not that I know of, no; but at Line 19 there is an error mentioning how the .Parent of Particle is invalid?

Image to reduce time to search through.

Another thing, the Workspace being capitalized doesn’t seem to be causing any issues for the functionality of the script.

1 Like

Just curious, what FE Kit is this?

The regular F.E. Kit. I’m going to type here to exceed the limit that exists for replies

Capital “Workspace” is deprecated, you should use the lower case “workspace”
Same thing for “Spawn”

The script seems to use a lot of deprecated things and/or bad practices such as using the parent argument for Instance.new()

Can you send the asset link for the F.E. Kit? I may be able to see the possible errors and/or bugs better

4 Likes

hey buddy glad to see you again

Have you edit the script at all? This may be a problem with how you use F.E Gun Kit. If thats not the case, please explain more in detail (did you just put the gun given to you in StarterPack and leave the other things on workspace, etc.)

forgot to mention, I am not a scripter, but I had trouble myself when I used it, so it depends on what problem it is, it can be script wise or studio wise.

Edit: F.E Gun Kit may be outdated for you. I wouldn’t say it is, but that might be the case.

3 Likes

https://www.roblox.com/library/463410152/FE-Gun-Kit-BETA-v1-0-7

This is the kit I have used.

2 Likes

Yea, as @Ok6c said, it’s outdated. It was last updated back in November of 2016

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There is a better version of F.E Gun Kit found somewhere in library. Try searching it up and make sure it’s up to date.

Is there one with an updated BulletVisualizerScript? It’s the main thing that has broken in the entire model.

I don’t typically use free models so I’m not sure. But I do know that there’s many other more updated FE Guns you could use unless this one has to be specific to your game. Make sure to check the scripts before you use them though

The Original version might be confused to use so i decided to use Edited version which made by @thienbao2109

it includes fixed stuff and some easy options

Hey question, im using “Edited Version”, but when i try to play with other people, they cant shoot etc., i had FE Melee kit also, does Melee breaks everything? Really, in F9 something about mobile support blah-blah… So can u help me? (Oh yeah sorry for bad grammar) ((Also guns only work in Roblox Studio))

1 Like

Does it say that MobileButtons is not a valid member of ScreenGui “Players.(Username).Backpack.(Tool name).GunScript_Local.GunGUI”? If so, I happen to have the same problem with some of my weapons, the weapons work fine in studio, but in the actual game it breaks 80% of the time, I found a post about the same issue. Fe gun kit GUI error
EDIT: I wasn’t doing it right, so it works.

I think Workspace(with capital W) and Spawn(with capital S) are deprecated

Edit: oh my god this thread is so old its probably already fixed

this thread is so old that i’ve already moved on from the game i needed the kit for lol