No, when the server tells the client to tween this object and server will do it at the same time, it will be still safe because even if the exploiter removes localscript to stop the bullet from moving, it will still be moved by the server and all what the exploiter will get is not smooth bullets.
Really good for beginners but there’s something missing and some flaw about this kit
Compared to FE Gun kit Viewmodel (which I’m using)
- it has no Muzzle Effect from my perspective, in FE Gun kit they emit as the gun fires
- Instead of storing sound in the Handle, you put it in Config script but there’s Sound object called “Fire” which got me confused at first (I thought of changing fire sound but realized they’re in setting)
- Sniper zooming isn’t here
- Not sure if there’s a hit effect but no results were found
also i kinda want this feature while shooting, Crosshair expands as long as you’re holding LMB1 Mouse with 2 types
Default Crosshair
Basically as Arsenal (game) it contains 4 line with 1 dot
Single Crosshair
Dynamic Single Crosshair as it expands while holding left mouse, This is how it works if you don’t know.
Grand Theft Auto IV & EFLC | All Weapons - YouTube
(at 1:41)
Overall I’d give it 8/10 as i might use it in the future as i consider this kit to be compatible with Low end PC but only if there’s enough features.
It wasn’t meant to have those features because he said that
FE Gun kit is very cool yes but I believe this has way more opportunity, for an example:
- Muzzle Flash (Honestly super easy to implement into the local script and yeah this is local but its better for said thing to be local in large scale games like mine where I expect to have around 50 people shooting at a given time)
local function fire()
if performChecksForFiring() == nil then return end
cameraRecoil:shove(Vector3.new(config.VerticalRecoil, config.HorizontalRecoil, 0))
local MuzzleAttach = Instance.new("Attachment", script.Parent.Handle)
MuzzleAttach.Position = config.MuzzlePoint.Position
local Flash = config.MuzzleFlash:Clone()
Flash.Parent = MuzzleAttach
Flash.Enabled = false
Flash:Emit(config.FlashAmount)
game.Debris:AddItem(MuzzleAttach, config.FlashLength)
local origin = firingPoint.WorldPosition
local direction = (mouse.Hit.p - origin)
A lot of things are extremely easy to implement with some form of basic luau knowledge.
I just looked into the script and it looks like exploiters can in fact modify the fire rate and ammo capacity. I think you may have misinterpreted what he said.
Hey! Nice gun kit, but i’ve noticed a problem (i’d doubt it is for everyone).
My FPS is dropping from standard 60 to 10 when i go into first person.
Is there a way to fix that?
I don’t know, I’ll investigate it when I have the time
How about adding a limited ammo and screen shake?
Hey so i got a problem.
So I’ve been working around with animations and it seems to change the gun orientation?
I tried duplicating the same gun but without scripts and the animation worked.
Editted:I think they might be a problem on the gun welding
it was designed to use Custom Grip instead of regular RightGrip That’s why your gun is pointed up, you have to Copy your character while equipping the gun and paste in workspace after stopped playing.
i cant tell of you’re joking or not to be honest…
Little late but mind specifying how this is possible? I do not see a way they can change it as the number is serversided, if updated from the client it doesn’t get replicated back so it doesn’t increase ammo.
I was able to manipulate the ammo capacity using a local script using a bindable event and adding a function to the client script in the gun kit which changes the amount of ammo according to what value was fired through the event.
Hi, Is the “IdleAnimtion” Supposed to be an ID or something else
It requires the ID from the animation to be pasted there like FE Gun kit does.
Hi im having the problem with the reload sound being played the amount of times i have shot?
like i shoot 4 times and when i click r the reload sound effect will play 4 times.
does anyone know how to fix this?
Show the output, maybe it has something to do with it?
Otherwise, can you show me the segment where you put in the ID in the ‘Reload’ sound?
Currently the reload option is set to Individually which inserts ammo like shotgun, change it to EntireClip
to fix this issue.
This is just the gun kit I need, its not super refined or efficient but the type of customization you focused on suits my needs. Anytime I try to use FE I cant customize in the way I want and ACS is just a monstrosity of scripts…