Code:
for X = 0, Range, Speed / Range do
local FowardDirection = H + (MouseHit.LookVector * X)
local CurrentPos = VEC(FowardDirection.X, H.Y + CalcY(H, X, Theta, Gravity, V0), FowardDirection.Z)
local Direction = CF(Last, CurrentPos).LookVector
local Magnitude = (Last - CurrentPos).Magnitude
local RayCast = game.Workspace:Raycast(Last, Direction * Magnitude, RayCastPerams)
Bullet.Font.LinearVelocity.VectorVelocity = Direction
Bullet.Font.AngularVelocity.AngularVelocity = Direction
Last = CurrentPos
local Part = Instance.new("Part", game.Workspace)
Part.Anchored = true
Part.Position = CurrentPos
if true then
break
end
if RayCast and RayCast.Instance and RayCast.Instance.Parent:FindFirstChild("Humanoid") then
local Hum = RayCast.Instance.Parent:FindFirstChild("Humanoid")
local Char = RayCast.Instance.Parent
if X < MaxFallOff then
local Data = shared.Characters[Char] or Hum
Data.Health -= Damage
else
local FallOffRange = MaxFallOff - MinFallOff
local Perc = (X / MinFallOff) / FallOffRange
local Damage = Damage * Perc <= Damage and Damage or Damage
local Data = shared.Characters[Char] or Hum
Data.Health -= Damage
end
Bullet:Destroy()
end
end