Making a combat game with ranged weapons? FastCast may be the module for you!

Hello, I was just curious if the wind functionality was ever added. That would be great!!

Hey, sorry to bump this but I’m curious.

Did you use the RayPierce functionality of FastCast which allows bullets the chance to ricochet (or pierce through surfaces. Depends on how you write your OnRayPierce function)?

And if so, how did you handle this if you’re replicating caster information to all the clients? Ricochets can be extremely unpredictable depending on how you write your OnRayPierce function and I am just lost on how I would ensure each client’s replicated bullet follows the same ricochet path.

EDIT: In hindsight, I probably should have just DMed you. My apologies if this pinged a bunch of people.

i dont know where to ask, but do i have to create a caster for each weapon or can i use one caster for multiple guns?
lets say i was using fastcast on client with a viewmodel gun, and i added weapon switching
do i have to make a new caster for each weapon in the inventory, or do i make one caster and include the weapon stats in each projectile?

EDIT: whoops, shoulda scrolled down a bit
apparently you dont need to

having a bigger hitbox for wider projectiles is now possible with blockcast and spherecast, is it possible to get an updat e?

This does not work, there are gaps in between my ConeHandles that occur pretty often. This forces me to either turn down the speed to an unplayable number or have really inconsistent raycasts. (I’m raycasting on the server)
image
Edit:
Example of such inconsistency:
image

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Hi, i would like to know how can i remove the gravity, because when i put the gravity nil, it just… get’s broken, so how can i disable the gravity?

Set gravity to 0, I guess.
(I haven’t tested it with gravity 0)

This module is honestly quite old, so I dont expect it to have updates anytime soon. However, this does beg the question:

Since Shapecasts are now a thing, will this be added as a potential future update? If not, how easy should it be to modify the code to make it so FastCast can use Shapecasting? For projectiles that might have a larger dimension, this might be useful.

Set the acceleration of your newBehavior to a value of 0 or Vector3.new(0,0,0). This should remove any physics from your projectile.

Can anyone explain how does he add an additional parameter to Caster:FireWithBlacklist? As I understand the first parameter it takes would be the origin, but he passes his own data. I would also like to do this but I don’t understand how exactly to do that.

I just manually changed it myself to use :Shapecast() instead of :Raycast().

Thank you for your modules,it is really what i am wanting to find!

It’s been a long time so I don’t remember clearly but I believe I edited the FastCast module itself and added the parameter/argument

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I was wondering if there is any way to run the raycast instantly as i want to have hit detection on the client and on the server it will run a check to see if the hit is legal with on the server
edit:
i managed to make it instant.

Jittery issue with projectile on the client

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is the projectile running on the server or on the client? i had to switch mine from being on the server to being on the client to avoid the projectile looking laggy

It is on the client, thats why it seemed weird to me how laggy it is.
Have you tried changing the camera subject to one of your projectiles?
Maybe you will experience the same lag…

I haven’t noticed any jittering in my projectiles, it doesn’t look that bad so I just wouldn’t worry about it. Does it also look bad when looking at it when the camera isn’t following it? also how are you moving the projectile?

it looks smooth from the outside because the jittering is unnoticeable from far away or with small objects.

Im using everything the same as the example gun

Have you tried making smaller segments for the cast?