I was following a tutorial on how to make a gun, but then I released that in the tutorial the gun was made in a local script, and so was the damage, so it wouldn’t actually damage other players. It wouldn’t work when I made it into a normal script. I’m confused because I know I can probably make an event that damages players but I don’t know how I would do that.
This is the local script
local plr = game.Players.LocalPlayer
local tool = script.Parent.Parent
local hole = tool:WaitForChild("Hole")
local handle = tool.Handle
local debounce = true
local config = tool.Config
local range = config.Range
local dmg = config.Damage
local coolDown = config.CoolDown
local clips = config.Clips
local ammo = config.Ammo
local maxAmmo = config.MaxAmmo
local allowTracing = config.AllowTracing
local reloadTime = config.ReloadTime
local isReloading = false
local mouseDown = false
--//Sounds
local reloadSound = tool.Handle.ReloadSound
local fireSound = tool.Handle.FireSound
local equipSound = tool.Handle.EquipSound
local emptySound = tool.Handle.EmptySound
--//Animations
repeat wait() until plr.Character.Humanoid
local AnimFolder = script.Parent.Parent:WaitForChild("Animations")
local ReloadTrack = plr.Character.Humanoid:LoadAnimation(AnimFolder:WaitForChild("PistolReload"))
local AimTrack = plr.Character.Humanoid:LoadAnimation(AnimFolder:WaitForChild("PistolAim"))
local HoldTrack = plr.Character.Humanoid:LoadAnimation(AnimFolder:WaitForChild("PistolHold"))
local ShootTrack = plr.Character.Humanoid:LoadAnimation(AnimFolder:WaitForChild("PistolShoot"))
AimTrack.Looped = true
HoldTrack.Looped = true
--//Events
tool.Equipped:connect(function(mouse)
equipSound:Play()
HoldTrack:Play()
mouse.KeyDown:connect(function(Key)
if Key:lower() == "q" then
workspace.CurrentCamera.FieldOfView = 60
AimTrack:Play()
end
end)
mouse.KeyUp:connect(function(Key)
if Key:lower() == "q" then
workspace.CurrentCamera.FieldOfView = 70
AimTrack:Stop()
end
end)
mouse.Button1Up:connect(function()
mouseDown = false
end)
mouse.Button1Down:connect(function()
wait()
mouseDown = true
repeat
if debounce then
wait()
Shoot()
else
break
end
until mouseDown == false
end)
--//Reload Event
mouse.KeyDown:connect(function(key)
wait()
if key:lower() == "r" then
wait()
if not isReloading then
wait()
if clips.Value > 0 then
wait()
ReloadTrack:Play()
reloadSound:Play()
isReloading = true
ammo.Value = maxAmmo.Value
clips.Value = clips.Value - 1
debounce = false
wait(reloadTime.Value)
isReloading = false
debounce = true
end
end
end
end)
function Shoot()
if not isReloading then
wait()
if ammo.Value > 0 then
wait()
if debounce then
--//Play sound
wait()
ShootTrack:Play()
fireSound:Play()
--//Doesn't allow spamming
debounce = false
--//Ray Get, Set
local ray = Ray.new(hole.CFrame.p, (mouse.Hit.p - hole.CFrame.p) * range.Value)
local hit, position = workspace:FindPartOnRay(ray, plr.Character, false, true)
--//Bullet Tracing
if allowTracing.Value == true then
--//Make part
wait()
local trace = Instance.new("Part", workspace)
trace.Material = Enum.Material.Neon
trace.BrickColor = BrickColor.new("Black")
trace.CanCollide = false
trace.Anchored = true
trace.Transparency = 0.5
--//Show Direction
local distance = (hole.CFrame.p - position).magnitude
trace.Size = Vector3.new(0.2, 0.2, distance)
trace.CFrame = CFrame.new(hole.CFrame.p, position) * CFrame.new(0, 0, -distance/2)
--//Remove debris
game:GetService("Debris"):AddItem(trace, 0.1)
end
--//Hit Detection
if hit then
wait()
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
if hit.Name == "Head" then
--//Double damage on headshots
humanoid:TakeDamage(dmg.Value*2)
else
--//Normal Damage on body shots
humanoid:TakeDamage(dmg.Value)
end
end
end
wait(coolDown.Value)
ammo.Value = ammo.Value - 1
debounce = true
end
else
--//Out of ammo
wait()
emptySound:Play()
end
end
end
end)
tool.Unequipped:connect(function()
wait()
mouseDown = false
AimTrack:Stop()
HoldTrack:Stop()
ReloadTrack:Stop()
end)