(Seeking Advice) Searching for Realistic Gun Systems!

Hello Avid Developer!

I am currently searching for a first person R6 gun system that suits my game! I intend it to enhance it by quite a bit visually, so anything that has really good bones would work perfectly! Now, if the system has it, I’d prefer if it has view model arms with sway, very nice looking scopes, very customizable attachment support, and not too much strain on the server! I’d also prefer if it only had the gun system, since I have already made the other systems I need!

I have already viewed Spearhead, Kitsune (very heavy, but looks exactly like what I’m going for), Cagchon (unfortunately R15, but also very close to what I was looking for too), R.C.M 1.2.3, Alpha/Carbon Engine, and a couple other freelance ones.

Any help or ideas would be great!

Thank you for your time!

The bones of my current game:

In my opinion, you’re not going to find a system that matches all of that out of the box. If you want full control over visuals, attachments, and performance, you’ll need to build your own gun system. I can’t script the whole thing for you, but I can give you a solid foundation and some structure tips.

First, learn how to handle:

  • Server sanity (never trust the client)
  • Client-server replication (RemoteEvents, RemoteFunctions)
  • Modular architecture (split logic into submodules)
  • Data integrity (GUIDs, table comparisons, optional HttpService verification)

Avoid cramming everything into one script—it kills readability and makes scaling painful. But don’t over-fragment either. Keep things clean and scoped.

Folder Structure Example:

Code

ReplicatedStorage
└── GunSystem
    ├── Modules
    │   ├── GunDefinitions
    │   ├── AttachmentLogic
    │   └── ViewModelController
    └── Events
        ├── FireEvent
        ├── ReloadEvent
        └── ScopeEvent

Gun Definition Module:

return {
    Id = "M4A1",
    Damage = 25,
    FireRate = 0.1,
    ViewModel = "M4A1_VM",
    Attachments = {"Scope", "Suppressor"},
    OnFire = function(player, context)
        context.ViewModel:Play("Fire")
        game.ReplicatedStorage.GunSystem.Events.FireEvent:FireServer(context.Target)
    end
}

Server-Side Validation:

local FireEvent = game.ReplicatedStorage.GunSystem.Events.FireEvent

FireEvent.OnServerEvent:Connect(function(player, target)
    if typeof(target) == "Instance" and target:FindFirstChild("Humanoid") then
        target.Humanoid:TakeDamage(25)
    end
end)

ViewModel Sway (Client):

local RunService = game:GetService("RunService")
local swayAmount = 0.05

RunService.RenderStepped:Connect(function()
    local camCF = workspace.CurrentCamera.CFrame
    local sway = Vector3.new(
        math.sin(tick()) * swayAmount,
        math.cos(tick()) * swayAmount,
        0
    )
    viewModel:SetPrimaryPartCFrame(camCF * CFrame.new(sway))
end)

Attachment Logic Module:

return {
    Scope = function(gun)
        gun.ZoomLevel = 2
    end,
    Suppressor = function(gun)
        gun.SoundId = "rbxassetid://SilentFire"
    end
}

GUID and HttpService (Optional):

local HttpService = game:GetService("HttpService")
local sessionId = HttpService:GenerateGUID(false)

local function compareData(a, b)
    for k, v in pairs(a) do
        if b[k] ~= v then return false end
    end
    return true
end

If you want, I can send an example .rbxl file later with the base structure. But this should give you a solid start.

btw, the only one I can recommend is FE Gun kit view model, the new one, not old, they’re clunky, but it will need heavy modification.

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