By the way, distance should be (endpoint-origin).Magnitude, apply it on the method @CreepingGamingTV showed you and it should work (atleast, on this case to make it work like that)
Nope, still not working, I also verified that the positions are right by creating a part at the endpoint, so wrong positions wouldnāt be the case.
Can you show how it looks like now?
Also post your current code so we can see if you made the correct changes
Alright, hereās the new code.
func.Raycast = function(origin,endpoint,ignoreList,range)
local destination = (endpoint-origin).unit * range
local params = RaycastParams.new()
params.FilterType = Enum.RaycastFilterType.Blacklist
params.FilterDescendantsInstances = ignoreList
params.IgnoreWater = true
local part = Instance.new("Part",game.Workspace)
part.Anchored = true
part.Size = Vector3.new(1,1,1)
part.Position = endpoint
local cast = workspace:Raycast(origin,destination,params)
return cast
end
Can you check if you given correct values to the function, had a similar problem to this being human error
EDIT:
Maybe check the order in which you gave the values etc
Yes, I am currently looking at my code. I believe I may be adding the wrong value somewhere.
Well could you show how you got the range? Maybe its because of that.
just make a if statement for if the ammo/bullet hits an anchored object then it stops
nothing is hit returns nil
, impossible to check if a nil value is anchored or not
Alright, a few days later I decided to use FindPartOnRayWithIgnoreList as it works for me. I am aware it is depreciated, but I am going to use it as a placeholder for now.
Were you able to find a concrete solution to this issue? I am having similar issues where my raycasts go through my targets at seemingly random timesā¦
Edit: Sorry for the necrobump