How would I go about using RAYCAST for projectile hit detection
well you can use findpartonray or just raycastresult.instance
You should use FastCast, if you’re looking for projectiles!
I know all that I mean like I need to make a hit box for my projectiles and every time
I go on the devforum everyone just says to use raycasting I want to use it for projectiles like fireballs and such but I don’t know what loops is best/ wont lag the server.
do you know of any games that use this module so I can do some research
- do you know of any games that use this module so I can do some research
Here, try one of my own. Click on the blue sphere to be placed in the team that uses FastCast weapons.
I don’t know what games use FastCast, I’m pretty sure some small games use it.
FastCast doesn’t lag the server, it doesn’t matter if you use the module on a local/server script.
Using the module on the client is a horrible idea since other players won’t be able to see the projectiles.
Yea I know, I use OnServerEvent/Remote Events to use FastCast.
everyone says using fx on server is bad
I haven’t seen anyone say using FastCast on the server is bad
no I mean effects not fastcast
Ah, you should always do the effects client-sided for better performance
i use part.velocity for fire balls, works very good
THATS WHAT IM USEING TO BUT everyone says its not as good
i forgot to turn off caps lock
Some games raycast in the client and when the raycast hit something, send the hitinfo to the server and do checks in the server (Like how many ammo they have and if HitPlayer isnt behind a wall and is in line of sight)
FastCast’s open sourced gun(You can search it in the toolbox using FastCast), uses object pooling, where when the part is needed, it will just return it instead of recreating or destroying the part
For effects, you should try to handle it in the client using Remote:FireAllClients
(Shows the effect for other clients too) when the check(Not a damage check but if rayResult.Instance
isn’t nil
) is finished.