I want to move my projectile to the mouse pos, I’m not sure what to use to move the projectile. I want the projectile to be deleted if it hits a wall, if it hits a player I want it to damage it and then be deleted if it doesn’t hit anything I want it to fly for 5 seconds then be deleted. I was wondering what games like pf use to move there projectiles.
Two options are to either use Lerping , or roblox physics and Velocity. However I wouldn’t recommend velocity for a large scale game like a shooter.
In response to your question about phantom forces and other FPS’s, most do not use physical bullets at all. Most just use Ray’s to create the effect of a bullet’s path, but don’t actually use a part to represent it. This is because projectiles, especially when in large numbers, can be really hard on performance.
If you are creating a shooter, I would not recommend you use real projectiles, but instead use bullet holes, dropped shells, and gun sounds to suggest their existence.
Yes, too many items being cloned at the same time can lag the game. I tried that on studios before
I’m making a wand system so there won’t be more then 10 projectiles at one time, it probably won’t ever be 10 at one time.
@lavaaylla If you have any further questions, my discord is Vesyrian #4126. Feel free to dm me with them.
i have the whole system set up I just need to make projectiles that fly, thank you so much for the help. im kind of confused, i use the rays hitpos and set the projectiles cframe to the hitpos I assume the rays are like 10 studs long so you get the zigzag effect am I right?
No, the zigzag is just multiplying the cframe of the hit pos by a cframe that uses math.random of -1 and 1 on the x and y axis when you place your projectile.
Could I see what you have already?
Sure I sent you a friend request on discord my tag is Auzzy#4649
May you go more into detail on this. Like maybe show me your scripts. It’s hard for me to understand. I tried to get onto your discord but it won’t work. If you want you can also send me the studio file.