Glad you asked, haha
I’m working on a framework which I believe will fit your desire. Hope you like it Awesome_Playz123 https://www.roblox.com/games/4847423989/fps-test-v1#!/game-instances
Glad you asked, haha
It looks really awesome
I was also messing around with it lol
And did this
You scared me, lol. I thought you took my game? What a relief
No no I meant like messing around with the module lol
Btw will you be going to make your framework opensource?
Probably not. I’m going to try and make a game out of it. My discord username is lucid#9360 just in case you need help with anything and also I made an open source fastcast test https://www.roblox.com/games/4843972756/Untitled-FastCast-Voting-Game-Simulator-2020 for you to study off
Thanks for the help
You’re welcome mate
fastCast now comes with sky drawing tools
Does anyone have any insight on how to make a high firing arc while the player is aiming their cursor forward at a target? Think like a howitzer or other artillery piece.
Does this work with non tool based guns
yes. This works with anything that fires a projectile and needs physics. Just define a point of origin and a target and you’re off to the races.
Can you or someone else explain how to do this? Sorry, I’m not really a good scripter so I’m not really understanding how to define it because I see a lot of things with origin and target.
Bullets go straight through the torso, they just ignore it or something.
Is it possible to make a homing missile using this module which follows a certain target?
Why do the bullets sometimes travel through the target instead of registering a hit?
Are you, by chance, doing the one thing you aren’t supposed to be doing and calling
FastCast.new() every time you shoot a bullet, and/or connecting
RayHit every time you shoot a bullet? This will cause problems.
No, not yet. I mentioned this in Reply #182. I’ll add it soon.
To be honest I can’t say I’m sure. I’ve noticed this with physics bullets. It’s probably some silly mistake on my end. I’ll have a look again.
@EtiTheSpirit Nope, none of those. Maybe because each gun has it’s individual script that requires Cast Module? I am using the same “Shoot” and “RayHit” functions like in your tutorial. Maybe I am firing too many bullets?
What’s a realistic gravity for a gun? I was wondering because I dont want it to be too much or too little.
Did this work? And if so, can I see a code snippet? I’m working through this same issue right now and am not quite sure what’s going on with it.
Doe the module’s account of gravity align with roblox? If so you may be able to
steal use Roblox’s default gravity. Otherwise this may have to be done using good old fashioned trial and error.