Here is my revised gun system after implementing the feedback from my previous thread. The tracers were not realistic enough. As well as some other stuff to do with reload time and gun specifics that I don’t care about too much, so I didn’t bother to change. My inspiration was Electric State DarkRP(Beta). They have really nice particles and effects, I attempted to mimic their effects to the best of my ability.
Note: Call it an Uzi, Mini-Uzi, Mac-10
i don’t care… it’s roblox
yeah i always loved the idea. But ive been trying to make a bullet system like this for years. It never worked. Either i flat out failed or i got it to work but there were so many downsides that it jsut wasnt worth it. raycasts are fine.
The problem is simply that roblox provides you with high level programming; scripting. And this is bad for trying to get things like this to work because roblox handles it in a certain way and you cant change it. so things like the way hit detection works is something roblox handles and it always interfered with more realistic bullet systems because if an object goes too fast, it wont be detected.
please remember to work smarter not harder. If roblox does’nt let you make this idea work, then dont keep trying, its a waste of time. Its a limitation of platforms like this and its something that can only work if you were to use an engine that supports what youre trying to do OR if you make your own.
Yes, however there are a lot of solutions. Initially I had that issue of my projectiles going through parts that were too close to the player because of the speed of the projectile.
I solved this issue by initially casting a ray to measure the distance. If the bullet has exceeded that distance then it uses the initial raycast information that we calculated at the start, rather then my other method of detecting hits which happens for every frame.
It’s kind of a backup and “patchy” but if it’s not broken don’t fix it?
THATS REALLY COOL!!! but it does sound a bit hacky. I wouldnt rely on it which is why i gave up. I dont like doing something if its not reliable enough. But thats just me.
Obviously there’s always going to be something that isn’t quite up to standard but it’s about how you hide those things from the player the counts to deliver the smoothest gameplay.
Can you shoot the ray from the bullet?
Make the ray just over the length that it would ever travel in 1 frame, that way it shouldn’t ever pass through it’s target, even if the target is standing 1 stud from the end of the barrel.
Alright, first of all this is known as spam, as you are making the same topic on the same subject again. You can simply update the older topic. And this looks really better now! Good job! Though, some recoil won’t hurt would it? ;D
I love how you made the effects extremely better! This is a really good upgrade from the previous ones. Maybe, as I said, add recoil when in fps mode to truly show the sheer force the duel mac’s are putting on you. I can imagine myself flying backwards.
If you are asking about realism, then you could add some stuff to make it stand out.
Sometimes bullets do not always have tracers, so you could make it so every 2nd bullet only has that trail/an actual tracer. There are also different colours for tracers, such as green or red. Tracer ammunition - Wikipedia
Secondly, the weird smoke particle with the bullets themselves seems a bit odd to me. Maybe remove it or make it more transparent.
And what people said, slight camera shake, recoil would also add to the experience. Along with adding more hand shaking, currently they only go up and down, you should add some shaking with the hands rolling slightly to left and right to further drive in the point of recoil.
I also presume the reload animation is temporary and will be addressed later.
Lastly, the sound. Not personally fan of the woodchipper sounding firing noise, but maybe thats just me. And one final thing in terms of sound, maybe look into implementing different sounds for distant gun shots. Those always add a whole new layer to games with guns — it adds to the ambient.
Yes… sorry, please excuse the spam. I really appreciated your feedback on my last post it was very critical, which is what I’m looking for. I added recoil, it could do with a polish later down the line but for now it’s looking good.
Hey, I implemented most of your feedback. I’ll keep the tracer thing in mind, but I probably won’t change it because the tracers just give an idea of whos shooting you and so on… and I’m not going unreal engine 5 realism lol.
I really liked your suggestion to add more shaking and rolling in the animation, I tried my best, still not amazing but it’s a tiny little bit different. I also added recoil. Thank you so much for your suggestion of implementing different firing sounds it really added a whole new layer to the game. I also went a little bit further and added some bullet ricochet sounds when bullets land near you. Let me know what you think and if you have any further suggestions!!!
EDIT: lastly the smoke trails…? I got the idea from DarkRP, I also toned them down so they’re more of an after thought type thing. I’m not going to remove them because I feel like it adds some extra detail and ambience that is much needed.
I see. Your addition of richoshet sound effects reminds me of the fact that you could add add richoshetting bullets as a mechanic. If you want some extreme realism, you could have bullet bounce off extreme angles. https://scholarlycommons.law.northwestern.edu/cgi/viewcontent.cgi?article=5678&context=jclc This document seems to give a mathematical formula for it, if you have an interest in something as in-depth as that.
Other than that, I agree with the posts saying you should make the camera based recoil less linear. Think somewhat of Counter Strike and how it handles recoil for this, but obviously not as extreme. If you know anything about that game, the recoil system is quite complex and has quite literal patterns you have to follow to have ideal recoil control.
The tracers, I kinda disagree with. With guns like such, firing so fast, every second bullet having a tracer would be enough considering the extremely fast rate of fire. One smart idea you could also implement is enemies having a different tracer color by default – this is a subtle, yet quite effective way to distinguish friend from foe.
And some final things? Suppression. This is a mechanic some games implement where if bullets pass over you, or near you there is a very distinct crackling noise as the bullets fly over your head, along with your camera shaking a fair bit. Add this how you wish, but be aware that such mechanics are somewhat disliked if overdone.
Hey, thanks so much for the feedback! Bit on the fence about the tracers, but hey? May as well try it, perhaps will aid performance if nothing else. I just don’t want people to see it as a “bug”. I really really appreciate the high level of feedback you’ve given me, practically doing the thinking for me. I’ll add everything you just mentioned and show you tomorrow!!! Thank uuuuuuu