How to make tank turret rotate with mouse

that’s because in functions like Heartbeat/RenderStepped that run every frame, if you have more frames per second, then it will run more times. That’s why you need to account the deltaTime (time passed between this and previous frame) property, which is the default argument for such functions. You need to pass the deltaTime to your function, and multiply by it.

tool.Equipped:Connect(function()
	Connection = game:GetService("RunService").RenderStepped:Connect(function(dt)
		event:FireServer(dt, mouse.Hit.Position)
	end)
end)

and in your server script:

event.OnServerEvent:Connect(function(plr, dt, mousePosition)
	local turretPosition = TurretUnion.CFrame.Position
	local lookAtDirection = (mousePosition - turretPosition).unit -- Direction to look at

	-- Calculate the goal orientation
	local goalLookAtCF = CFrame.lookAt(Vector3.new(), Vector3.new(lookAtDirection.X, 0, lookAtDirection.Z))

	-- Convert to local CFrame relative to Motor6D
	local goalCF = worldCFrameToC0ObjectSpace(TurretUnion.Motor6D, goalLookAtCF)

	-- Extract Y rotation to maintain turret's current Y rotation
	local _, y, _ = goalCF:ToOrientation()
	goalCF = CFrame.new(goalCF.Position) * CFrame.Angles(0, y, 0)

	-- Gradually rotate towards the goal
	TurretUnion.Motor6D.C0 = TurretUnion.Motor6D.C0:Lerp(goalCF, rotationSpeed * dt)
end)

Once again you save my life. Dude genuinely thank you so much for helping me out these last couple days it means the world to me :smile:

Now idk if this is the kind of stuff you’re also really good at but for some odd reason it deducts 2 from the TotalAmmo intvalue when you reload. Im assuming its because the reload function is fired twice but i cant seem to figure out why. Can you help here? If no, no sweat you’ve already helped PLENTY. Thank you so much :smile:

local body = script.Tank.Value.BodyKit
local tool = script.Parent
local event = game.ReplicatedStorage.TankSystem.RemoteEvents.TankTurretRotation
local TurretUnion = script.Tank.Value.BodyKit.Turret.PrimaryPart
local fireShell = event.Parent.FireShell
local debris = game:GetService("Debris")

local config = script.Tank.Value.Seat.Configuration

local ammoLeft = config.AmmoLeft
local totalAmmo = config.TotalAmmo
local reloading = false

local turret = script.Tank.Value.BodyKit.Turret  -- Assuming turret is a model with PrimaryPart set
local startPart = script.Tank.Value.BodyKit.Turret.FirePart
local muzzlePart = script.Tank.Value.BodyKit.Turret.MuzzlePart
local barrelPart = script.Tank.Value.BodyKit.Turret.BarrelPart

local function Shoot(mousePosition)
	if not turret.PrimaryPart then
		warn("Turret does not have a PrimaryPart set!")
		return
	end

	local turretPosition = startPart.Position

	-- Get direction from turret to mouse position
	local direction = (mousePosition - turretPosition).Unit

	-- Raycast to detect impact point
	local rayParams = RaycastParams.new()
	rayParams.FilterDescendantsInstances = {body}  -- Ignore the tank itself
	rayParams.FilterType = Enum.RaycastFilterType.Exclude

	local rayResult = game.Workspace:Raycast(turretPosition, direction * 1000, rayParams)

	-- Fire sound
	local fireSound = Instance.new("Sound")
	fireSound.SoundId = "rbxassetid://8213064126"
	fireSound.Volume = 0.75
	fireSound.Parent = barrelPart
	fireSound:Play()
	if not fireSound.Playing then
		fireSound:Play()
	end

	-- Explosion effect
	local function createExplosionAtImpact(hitPosition)
		local explosion = Instance.new("Explosion")
		explosion.Position = hitPosition
		explosion.BlastRadius = 100
		explosion.BlastPressure = 0  -- Increased explosion impact
		explosion.ExplosionType = Enum.ExplosionType.NoCraters
		explosion.Parent = game.Workspace
	end

	-- If the ray hits something, create explosion at the correct position
	if rayResult then
		local hitPosition = rayResult.Position
		local distance = (hitPosition - turretPosition).Magnitude

		-- Adjust delay based on realistic shell speed
		local shellSpeed = 500  -- Adjust shell velocity
		local delayTime = distance / shellSpeed  

		task.delay(delayTime, function()
			createExplosionAtImpact(hitPosition)
		end)
	end
end

local function reload()
	-- Prevent reloading if already in the process or if there's ammo left
	if reloading or ammoLeft.Value >= 1 or totalAmmo.Value <= 0 then
		return
	end

	reloading = true
	local reloadSound = Instance.new("Sound")
	reloadSound.SoundId = "rbxassetid://2721754456"
	reloadSound.Volume = 0.75
	reloadSound.Parent = barrelPart
	if not reloadSound.Playing then
		reloadSound:Play()
	end

	wait(3)  -- Wait for reload time

	-- Only reload if totalAmmo is available
	if totalAmmo.Value > 0 then
		ammoLeft.Value = 1  -- Refill one ammo
		totalAmmo.Value = totalAmmo.Value - 1  -- Decrease totalAmmo by 1
	end

	reloading = false
end

event.Parent.FireShell.OnServerEvent:Connect(function(plr, mouseHitPosition)
	if ammoLeft.Value > 0 and not reloading then
		ammoLeft.Value = ammoLeft.Value - 1
		Shoot(mouseHitPosition)
	end
end)

ammoLeft:GetPropertyChangedSignal("Value"):Connect(function()
	if ammoLeft.Value <= 0 and totalAmmo.Value >= 1 and not reloading then
		reload()
	end
end)

-- Function to calculate C0 from the world CFrame
local function worldCFrameToC0ObjectSpace(motor6DJoint, worldCFrame)
	local part1CF = motor6DJoint.Part1.CFrame
	local c1Store = motor6DJoint.C1
	local c0Store = motor6DJoint.C0
	local relativeToPart1 = c0Store * c1Store:Inverse() * part1CF:Inverse() * worldCFrame * c1Store
	relativeToPart1 = relativeToPart1 - relativeToPart1.Position
	local goalC0CFrame = relativeToPart1 + c0Store.Position
	return goalC0CFrame
end

local rotationSpeed = 1.3 -- Adjust the rotation speed as needed

event.OnServerEvent:Connect(function(plr, dt, mousePosition)
	local turretPosition = TurretUnion.CFrame.Position
	local lookAtDirection = (mousePosition - turretPosition).unit -- Direction to look at

	-- Calculate the goal orientation
	local goalLookAtCF = CFrame.lookAt(Vector3.new(), Vector3.new(lookAtDirection.X, 0, lookAtDirection.Z))

	-- Convert to local CFrame relative to Motor6D
	local goalCF = worldCFrameToC0ObjectSpace(TurretUnion.Motor6D, goalLookAtCF)

	-- Extract Y rotation to maintain turret's current Y rotation
	local _, y, _ = goalCF:ToOrientation()
	goalCF = CFrame.new(goalCF.Position) * CFrame.Angles(0, y, 0)

	-- Gradually rotate towards the goal
	TurretUnion.Motor6D.C0 = TurretUnion.Motor6D.C0:Lerp(goalCF, rotationSpeed * dt)
end)

it’s much easier for me if you just share the project file, so I can print out and see what functions are being called and when.

Here is the project file.

And i dont wanna sound needy so if u dont wanna help any more thats perfectly fine but do you know how to make it shoot a ray out? I had this feature but i was shooting a part out but it was messing up with the collission system and the explosions were happenening prematurely so i switched to this.

But absolutely no worries if u dont wanna help out with that :smile:

tankhelp_workingbest.rbxl (686.7 KB)

the GetPropertyChangedSignal is being called twice for some reason. But you don’t really need it, you should never use these unless no other choice. You can just move your reload code after shooting and it will work.

event.Parent.FireShell.OnServerEvent:Connect(function(plr, mouseHitPosition)
	if ammoLeft.Value > 0 and not reloading then
		ammoLeft.Value = ammoLeft.Value - 1
		Shoot(mouseHitPosition)
		if ammoLeft.Value <= 0 and totalAmmo.Value >= 1 then
			reload()
		end
	end
end)

as for collision issues, you should print what part is your bullet colliding with, and disable their collisions if not needed, or add NoCollisionConstraint between your bullet and parts that you want to not collide. If they don’t collide but the touched function is being called, you can also disable “CanTouch” on those parts and it should work.

Hello. I did print what it was hittingand it was somehow hitting itself? As in the shell was hitting the shell. I dont understand how thats happened.

Ill try implementing the code you provided. Thank you :slight_smile:

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.