How would one make bullet piercing without fast cast or any other api?

Wait so normal in this cause, would be the size? Have i finally learnt what normal is?

Im no where near experienced though i hope i gave you different perspective of how you may want to approach this.

Ill have a closer look, thanks!

I have a similar script but I’m far away from my pc right now, but I have a video showing it off on my yt if you can find it.
Basically you want to make a new raycast offset from the original ray hit and send it backwards then if that hits then continue your ray from that new hit position.

Thats exactly what i was thinking about!

How do you find the side of a part using raycasting? - Sorry accidently sent it to SuperZebe ;-; Though what he said is also true

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Im not looking for the side, why would this help?

If you look for the side then, you can find the appropriate Vector parameter

EDIT: here is what i mean

If it lets say it these are our face id’s`

local allFaceNormalIds = {
Enum.NormalId.Front,
Enum.NormalId.Back,
Enum.NormalId.Bottom,
Enum.NormalId.Top,
Enum.NormalId.Left,
Enum.NormalId.Right
}

depending on the face you can give dictionary of a Vector parameter to followby to check if its a thin wall

Also, i managed to make my system bullets serverside.

Ah, i see! Makes sense now.
I howerver already made this:
image

What i posted above may resolve the issue you were talking about with the my implementation idea

EDIT: The reason why i told you to make this server-side is because a client can easily change parameters in local script, allowing the server do this will surely prevent exploitation. Also since you do most of the work local, somethings won’t appear on for other players.

Not sure if it works, but ill test it

I suck at math, as i stated 3 times. Sorry to be such a beggar, but could i at least have an example of how to do this?

Oh my bad, i see what you mean, nvm


so this?
edit: i did something wrong, whoops

not sure really can you explain to me what your script is doing (sorry, your code has no comments so its hard to understand :sweat_smile:)

EDIT: Are you using the post i gave you on how to find the side of a part?

From what you have commented this should work, any errors?

local axis = xyz[tostring(hole.Face)] :sweat_smile:

Im testing the fixed version rn