yes, that’d help greatly understanding the problem
Hmmm, would you be comfortable adding me to Team Create, perhaps to a more blank version of this game if you fear I have nefarious intentions, I suspect the problem may be something else, only way to find out would be the good old fashioned trial and error approach
Also, that frustation is extremely relatable, I had that exact same thing trying to rotate a turret through welds, rotation would always find a way to mess up
At this point I’ve just had enough I feel like from a young age I was taught that in order to see a change in the world you have to set an example that you want everyone else to follow and so at this point I’m just going to make this game open source because I feel like there has not been enough transparency in this entire community and I would much rather help everyone figure out the solutions to these problems than to waste more 100’s of hours of my life trying to do this on my own. You can download the experience and test freely. I hope you’re able to figure out why it is doing this. It is incredibly bad for any game that runs into this problem and it needs to be fixed
Roblox Gun Development.rbxl (241.8 KB)
A very noble perspective, I’ll take a look at this and see if I can solve the problem
Idk if this is going to help, but i know 2 official documentations that might help you.
First:
Second:
I’m not sure what’s going on but none of these solutions actually worked after doing further testing. I am not giving up though with this problem and hopefully we are able to find a solution to this soon.
Here’s an updated version, it adresses the three issues you raised with the above version, and, this one uses BlockCast, however since BlockCast only goes as far as 500 studs, I also added a condition where if the distance is more than 510 studs, it uses Raycasting instead, it works great
Roblox Gun Development.rbxl (248.0 KB)
It’s funny how great minds think alike because I had already started doing testing with the documentation EletrozXDD provided last night and I noticed that even with that it was still missing until eventually you figured out the noob head is a fake mesh and the hitbox itself is entirely different. The way you fixed everything is perfect and this will be a huge help to everyone who needs it. Thank you for being an asset to this community!
Glad to be of help (character limit)
Oh, so it was a collision issue?
The issue was the bullets were not hitting no matter what we did because the hitbox of a character with fake meshes is not the actual hitbox. It is an illusion. Once you remove the fake meshes you can see the real hitbox of the character.
a bit off, SpecialMeshes don’t have hitboxes of their own unlike MeshParts, the game will still use the part’s hitbox the SpecialMesh is parented to, what I did was make it so that a transparent part gets created, same size as the mesh’s scale, attached to the original part via a weld, giving more accurate head collisions
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