Terminate is a function of ActiveCast, not the Caster.
If by “how do they make the bullets visible” you mean making the bullets visible to the rest of the clients after a client has fired a bullet then you’d pass the necessary arguments through a remote to all clients but the one that fired. And yes, you’d just use the module.
Has Parallel Lua been implemented yet?
Hey! Appreciate the module you’ve created, props! Although I do have a problem, which is figuring out how to terminate an active cast. I’ve currently tried to terminate the cast that the .Rayhit function has as parameter, but that just returns:
I also get another error quite a lot, which is: Attempt to index nil with delegate, and I suppose that is for the same reason. I have printed the casts and they make more than 1 connection.
Any ideas on how to solve these problems?
I might be overlooking something, but Im confused on how you compare the server hitpoint and the client hitpoint. Which both exist in different run contexts
Why is FastCast slow and laggy when you actually play it rather than in roblox studio?
or maybe it’s just me?
It’s because of slow internet. You need to do the visuals on the client instead of the server.
Having some trouble with making a suppression/Camera Shake for when the projectile passes a player. Would love to know how this would be possible with FastCast
You guys know how to make the bullet reflect on impact?
If you go inside of the local script you can see the logic for how I do it. This logic can also be implemented to FastCast. All though I think you have to cast a new projectile upon impact when using FastCast.
Soon, we’ll get spherecast and boxcast. Any chance of an update to include these in the module?
Of course that’s important, but it would be nice to see it implemented for use when it’s fully released without wasting time modifying the script myself.
Why do you want an update to this module now that we have these.
Those methods make this entire module 100% obsolete, never have to use this anymore.
Based on Xan’s (Eti’s) profile, I don’t think he’s coming back to Roblox to develop anymore.
Even the API docs are becoming outdated/unfinished, so it looks like FastCast won’t get updated anymore unless someone else fills in and improves the casting (a very daunting task, I know).
Really wished to see Shapecasts get integrated, perhaps I’ll recode the FastCast code to handle it (for myself :p, maybe)
@Ylsid
@FloweryMonkeyboy5
@IntentionalChaos
I made a quick little tweak to incorporate the sphere cast. A blockcast will require a fairly large overhaul that will take me too much time right now.
FastSphereCastRedux - Roblox
I’m not sure what you mean @FloweryMonkeyboy5 that this module will be obsolete. Shapecasting doesn’t change the behavior of making casts have ‘velocity’ like FastCast creates. Or would this be too performance intensive? I did not notice that myself, but it could very well be true.
I was hoping for an official module update with extra functionality, but it’s nice of you to provide this anyway!
Same! Based on what I know and the updates over the past 2.5 years, the module can surely be improved in multiple ways.
I really hope @Xan_TheDragon decides to update it!
noice, I haven’t attempted my own implementation yet, but I’ll get onto it at some point too
Are you talking about the FastCastModule or Parralel Lua being not released? (I thought it was fully released)
Could anyone take the project and maintain it?