How did PF make their Tracers?

nah that one is very basic

also I forgot the dude that made the game uploaded a video lol

Actually I just noticed something about this video, is that since he’s using beams, the beam clips into the baseplate.
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The only fix I could think of is making the beam small, and putting it up close to the camera. But what if the beam goes past a wall and it overlaps? Idk what to do about that

Oh, like that. It’s just done using maths. You can use CFrame.LookAt (or attachments) to manipulate the beam’s view for the player.

  • First, create a beam with two attachments, A and B.
  • Set the position of both attachments to the muzzle of the weapon.
  • Calculate physics based on the trajectory of the bullets, accounting for wind speed, drag and gravity. (Just use Euclids method of: positionX + velocityX + windX positionY + velocityY + windY - gravity)
  • Apply the position to attachment A and keep attachment B behind attachment A by applying the position to attachment B in the next frame.

This gives a general, rough idea of how it’s done. It would curve the bullets.

You could cast a ray in the direction the bullet is headed, and if it hits something, check the distance between the bullet and where it hit - if the distance is within the bullet’s length then you move the beam backward by how close it is to the hit.

aww thanks for mentioning /////////////////////////////

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Honestly if you are going for a more fast paced shooter there’s no point in doing these things, as a simple beam is enough to give that effect, but if you want to make a more tactical - slow paced shooter game i think doing something like this would MIGHT work. Alr so, basically, use a physical bullet as a tracer, but when it reaches a distance of lets say 300 studs from the origin, insert it into a viewport frame(that covers the whole screen). Then calculate a sway value using a renderStepped loop and apply that value to all of the parts in the viewport Frame. A really important this is to set a limit with math.clamp. For the sway itself, i believe you can use the mouseDelta or some camera calculations

Kind of a cheaty solution if u ask me but it should give an effect like that one in the video if it even works

I’m sure in this case it has a harder setting on blur, fade, atmosphere (many choices here with a black backdrop). I think it’s masking the problem you’re having, as it’s still there, just not as prominent.

Couldn’t you fade that tracer and find a middle ground…