Problem with raycasting gun

Hello, I have a problem. I created a gun which works pretty well except it has a bug as shown in the gif below (sorry for bad quality) The bullets are overlapping causing this effect. Any ideas on how to fix this? Thanks!

ScreenRecording_

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Can we see your script please, there is no way for us to help you if we don’t know how you scripted it.

1 Like

ok

local Debris = game:GetService("Debris")
local BeamFolder = game.Workspace.Beams
local range = 300

function MakeRayVisible(origin,direction)
	local midpoint = origin + direction/2
	
	local Part = Instance.new("Part",BeamFolder)
	Part.Anchored = true
	Part.CanCollide = false
	
	Part.Material = Enum.Material.Neon
	Part.Color = Color3.fromRGB(255, 255, 255)
	Part.Transparency = 0.5
	
	Part.CFrame = CFrame.new(midpoint,origin)
	Part.Size = Vector3.new(.5,.5,direction.magnitude)
	
	Debris:AddItem(Part,0.8)
end

script.Parent.ShootEvent.OnServerEvent:Connect(function(player,mousePos,originPos)
	local paremeters = RaycastParams.new()
	paremeters.FilterDescendantsInstances = {player.Character}
	paremeters.FilterType = Enum.RaycastFilterType.Blacklist
	
	local direction = (mousePos - originPos).Unit * range
	
	local result = workspace:Raycast(originPos,direction,paremeters)
	
	if result then
		local humanoid = result.Instance.Parent:FindFirstChild("Humanoid")
		if humanoid then
			if result.Instance.Name ~= "Head" then
				humanoid:TakeDamage(25)
			else
				humanoid:TakeDamage(100)
				print("BOOM!!! Headshot!")
			end
		end
	end
	MakeRayVisible(originPos,direction)
end)
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Probably because the mouse doesn’t ignore the created bullets?

2 Likes

It is, but I’m trying to figure out a solution

Any way to ignore it with mouse.hit.p or the ray?

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Mouse.TargetFilter = BeamFolder

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let me try that… 30 letters lol

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DUDE THANK YOU SO MUCH, this is so helpful

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