Help with raycasting fast moving projectiles

I have made gun npcs in my friend’s game, and currently i am struggling with how raycasts work. The issue is that bullets hit from afar but don’t hit targets that are too close.
Here’s a snippet of code that determines the raycast

			local rs
			rs = game:GetService'RunService'.Stepped:Connect(function()
				local ray = module:CastRay(BULLET.Position,BULLET.Position+BULLET.CFrame.LookVector*5,20,ignore) -- raycast
				if ray then
					module:Damage(ray.Instance.Parent,math.random(damagemin,damagemax),5,true,ray.Normal,ray.Instance,CF(ray.Position),particle) -- damage function

16 views from me no reply, i guess people really like to take easy tasks instead of actually helping (welcome “PRO GRAMERS”)

You don’t provide your actual workspace:Raycast code, you merely call some module to raycast. You also do not provide projectile code.

its possible that the projectile itself passes through the humanoid target before you actually trigger raycast for it to detect (hence the .stepped) you may need to first store the initial position/cframe of bullet, then call .Stepped or .stepped:wait(), then call the raycast

sample gun system code from ACS
function CastRay(Bullet, Origin)
	if Bullet then

		local Bpos = Bullet.Position
		local Bpos2 = cam.CFrame.Position

		local recast = false
		local TotalDistTraveled = 0
		local Debounce = false
		local raycastResult

		local raycastParams =
		raycastParams.FilterType = Enum.RaycastFilterType.Exclude
		raycastParams.IgnoreWater = true
		while Bullet do
			if Bullet.Parent ~= nil then
				Bpos = Bullet.Position

				-- Set an origin and directional vector
				raycastResult = workspace:Raycast(Bpos2, (Bpos - Bpos2) * 1, raycastParams)

				recast = false

				if not raycastResult then

						recast = true
						CastRay(Bullet, Origin)

local RunService = game:GetService("RunService")

local part = script.Parent
local lastPosition = part.Position

local origin = part.Position
local distance = (origin - lastPosition).Magnitude
local direction = (origin - lastPosition).Unit * distance
local raycast = workspace:Raycast(origin, direction)

if raycast then
    -- stuff

I have rewritten script to be using FastCast, i didn’t want to use FastCast at all. But better than nothing, thanks for atleast trying to help rather than read, scrap and go do something much easier like helping a person tweening their camera on an object.

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