How to use raycasts to fire a ray without mouse.hit.p

Hello.

I would like to get help on how to handle a raycast that originates from your player’s head and moves straight until it hits something or times out (no mouse.hit.p required). Can you help me? I need it for an FPS game.

local origin = char.Head.Position
local target = origin + origin.LookVector * 5000 -- Decide the length to shoot
--			Might need to be -origin.ZVector
local direction = target - origin

This codes takes the position of the head, adds the coordinate of a stud 5000 studs in front of the head onto it’s current position and then calculates the direction required for Raycasting.

Let me know if you have any questions.

2 Likes
local Enumeration = Enum
local Game = game
local Workspace = workspace
local Players = Game:GetService("Players")
local Player = Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()

local function HeadRaycast(Distance) --'Distance' specifies the ray's distance.
	local Head = Character:FindFirstChild("Head")
	if not Head then return end
	
	local Parameters = RaycastParams.new()
	Parameters.FilterDescendantsInstances = {Character}
	Parameters.FilterType = Enumeration.RaycastFilterType.Blacklist
	
	local Result = Workspace:Raycast(Head.Position, Head.CFrame.LookVector * Distance, Parameters)
	--Check if 'Result' is non-nil and repond accordingly.
end
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The code will error with LookVector is not a valid member of Vector3 "origin", replace origin = char.Head.Position with origin = char.Head.CFrame

Disgusting…


Personally, I’d do it like this;

local UserInputService = game:GetService("UserInputService")
local Camera = workspace.Camera

local RayInfo = RaycastParams.new()
RayInfo.FilterType = Enum.RaycastFilterType.Blacklist
RayInfo.FilterDescendantsInstances = {Character, ...}

local RayLength = 5000

local function GetMousePosition()
    local MouseLocation = UserInputService:GetMouseLocation()
    local UnitVector = Camera:ViewportPointToRay(MouseLocation.X, MouseLocation.Y)
    
    local RayHit = workspace:Raycast(
        UnitVector.Origin,
        UnitRay.Direction * RayLength,
        RayInfo
    )
    
    if RayHit then
        --Damage hit
    end
end

For first-person only games, it would be more efficient to use Head.Position as the origin and Head.CFrame.LookVector * RayLength as the direction.

Yes, thank you for correcting me. Was rather late when I wrote it and somehow forgot that origin was a Vector3 and not a CFrame.