Tools murdering the player movement

WHY WONT IT JUST GO STRAIGHT, what is wrong with it
is it because its just too long

i dont know what i did wronggggrggggg it been like that for 7 months and it spead into my brain

Make sure nothing in the tool has CanCollide on and make sure everything in the tool is set to Massless and see if that fixes your issue.

i did this months ago

itsoff

What does your tool look like in the explorer? Can you show all of the instances in the tool?

Screenshot 2023-01-21 182105

No idea then. What you could potentially do is delete parts one by one and see which part is making the physics all wonky or something. Usually this only happens if a part has collision and is constantly pressing up against the player

the whole ak 47 model is the one causing the destruction

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				</Properties>
			</Item>
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				<Properties>
					<BinaryString name="AttributesSerialize"></BinaryString>
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					</CoordinateFrame>
					<string name="Name">WeldConstraint</string>
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			</Item>
		</Item>
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				<int64 name="SourceAssetId">-1</int64>
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			</Properties>
			<Item class="Animation" referent="RBX3D517FC981224CD1BEC1C0A54E1B644D">
				<Properties>
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				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBXD7F60E74264E47B397A2BEE966BA1A27">
			<Properties>
				<BinaryString name="AttributesSerialize"></BinaryString>
				<bool name="Disabled">false</bool>
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				<string name="Name">Script</string>
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				<string name="ScriptGuid">{4933A413-6911-4DAA-BD75-3D86D305AD11}</string>
				<ProtectedString name="Source"><![CDATA[local Tool = script.Parent
local Handle = Tool.Handle

if Handle:FindFirstChildWhichIsA("TouchTransmitter") then
	Handle:FindFirstChildWhichIsA("TouchTransmitter"):Destroy()
end

Handle.ClickDetector.MouseClick:Connect(function(Player)
	if not Player.Backpack:FindFirstChild(Tool.Name) then
		local ClonedTool = Tool:Clone()
		
		ClonedTool.Handle.Anchored = false
		ClonedTool.Parent = Player.Backpack
	end
end)]]></ProtectedString>
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			</Properties>
		</Item>
		<Item class="LocalScript" referent="RBX01235B1CFF4D4CB884EAED55926BD76E">
			<Properties>
				<BinaryString name="AttributesSerialize"></BinaryString>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">GunControllerAK-47</string>
				<token name="RunContext">0</token>
				<string name="ScriptGuid">{8D58BAE8-1C68-4993-B04F-8B2D6C36109C}</string>
				<ProtectedString name="Source"><![CDATA[local Tool = script.Parent
local Handle = Tool:WaitForChild("Handle")
local Animations = Tool:WaitForChild("Animations")
local Player = game.Players.LocalPlayer
local Config = Tool:WaitForChild("Config")
local Character = Player.Character
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid") repeat task.wait() until Humanoid
local Animator = Humanoid:FindFirstChildWhichIsA("Animator")
local Camera = game.Workspace.CurrentCamera
local Mouse = Player:GetMouse()

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")

local Remotes = ReplicatedStorage:WaitForChild("Remotes")

local ReloadAnimation = Animator:LoadAnimation(Animations.Reload)

local Automatic = true
local Silenced = false
local MaxAmmo = 30
local Damage = 10
local Recoil = 25
local BulletSpread = 10
local Cooldown = 0.09

local BulletColors = {
	Color3.fromRGB(255, 204, 0),
	Color3.fromRGB(255, 234, 0), 
	Color3.fromRGB(255, 157, 0),
	Color3.fromRGB(255, 234, 0),
	Color3.fromRGB(255, 213, 0)
}

local Walking = false
local Shooting = false
local Equipped = false
local Reloading = false
local Ammo = MaxAmmo

local function FindFirstProperty(Intance, Property)
	local Value = nil

	local Works, Results = pcall(function()
		Value = Intance[Property]
	end)

	return Value
end

local function RaycastMouse()
	local Blacklist = {}

	for i, Baseparts in pairs(Character:GetDescendants()) do
		if Baseparts:IsA("BasePart") then
			table.insert(Blacklist, Baseparts)
		else
			if FindFirstProperty(Baseparts, "CanCollide") then
				table.insert(Blacklist, Baseparts)
			end
		end
	end
	
	for i, Baseparts in pairs(game.Workspace:GetDescendants()) do
		if Baseparts:IsA("BasePart") then
			if Baseparts.CanCollide == false then
				table.insert(Blacklist, Baseparts)
			end
		end
	end
	
	for i, PlayerInServer in pairs(Players:GetPlayers()) do
		if PlayerInServer.Team == Player.Team and PlayerInServer.Character then
			for i, Baseparts in pairs(PlayerInServer.Character:GetDescendants()) do
				if Baseparts:IsA("BasePart") then
					table.insert(Blacklist, Baseparts)
				else
					if FindFirstProperty(Baseparts, "CanCollide") then
						table.insert(Blacklist, Baseparts)
					end
				end
			end
		end
	end

	local RaycastParameters = RaycastParams.new()
	RaycastParameters.FilterDescendantsInstances = Blacklist
	RaycastParameters.FilterType = Enum.RaycastFilterType.Blacklist
	
	local MouseLocation = UserInputService:GetMouseLocation()
	local MouseDirection = Camera:ViewportPointToRay(MouseLocation.X, MouseLocation.Y).Direction

	return workspace:Raycast(Handle.ShootPos.Position, MouseDirection * 500, RaycastParameters)
end

local function Reset()
	if Reloading then
		Reloading = false
		Handle.Reload:Stop()
		ReloadAnimation:Stop()
	end
end

local function Reload()
	if Reloading == false and Ammo < MaxAmmo then
		Reloading = true
		ReloadAnimation:Play()
		Handle.Reload:Play()
	end
end

ReloadAnimation.Stopped:Connect(function()
	if Reloading == true then
		Reloading = false
		Ammo = MaxAmmo
		Config.Ammo.Value = Ammo .. "/" .. MaxAmmo
	end
end)

local function ClientShoot(HitPosition, BulletColor)
	local Handle = Tool.Handle
	local Config = Tool.Config

	local HitDistance = (Handle.Position - HitPosition).Magnitude
	local Bullet = Instance.new("Part", game.Workspace)
	Bullet.Size = Vector3.new(0.1, 0.1, HitDistance)
	Bullet.Transparency = math.random(70, 80) / 100
	Bullet.Anchored = true
	Bullet.CanCollide = false
	
	local BulletOffset =  CFrame.new(math.random(5, 15) / 100, math.random(5, 15) / 100, -HitDistance / 2)
	Bullet.Material = Enum.Material.Neon
	
	if BulletColor then
		Bullet.Color = BulletColor
	end

	if Handle:FindFirstChild("ShootPos") then
		Bullet.CFrame = CFrame.new(Handle:FindFirstChild("ShootPos").Position, HitPosition) * BulletOffset
	else
		Bullet.CFrame = CFrame.new(Handle.Position, HitPosition) * BulletOffset
	end

	Debris:AddItem(Bullet, 0.1)
end

local function Shoot()
	Config.Ammo.Value = Ammo .. "/" .. MaxAmmo

	if Reloading then
		Reloading = false
		Handle.Reload:Stop()
		ReloadAnimation:Stop()
	end

	TweenService:Create(Tool, TweenInfo.new(0.05), {GripPos = Vector3.new(-0.1, Tool.GripPos.Y - Recoil / 750, -0.4)}):Play()
	TweenService:Create(Tool, TweenInfo.new(0.05), {GripUp = Vector3.new(Tool.GripUp.X + Recoil / 1000, 0.1, 1)}):Play()

	local RaycastResult = RaycastMouse()
	local BulletColor = BulletColors[math.random(1, #BulletColors)]
	
	if RaycastResult then
		local HitPosition = Vector3.new(RaycastResult.Position.X + math.random(-BulletSpread, BulletSpread) / 100, RaycastResult.Position.Y + math.random(-BulletSpread, BulletSpread) / 100, RaycastResult.Position.Z + math.random(-BulletSpread, BulletSpread) / 100)
		local Target = RaycastResult.Instance
		local HitDistance = RaycastResult.Distance

		Remotes.CreateBulletRay:FireServer(Tool, HitPosition)
		ClientShoot(HitPosition, BulletColor)
	else
		Remotes.CreateBulletRay:FireServer(Tool, Mouse.Hit.Position)
		ClientShoot(Mouse.Hit.Position, BulletColor)
	end

	coroutine.wrap(function()
		task.wait(0.25)

		TweenService:Create(Tool, TweenInfo.new(0.05), {GripUp = Vector3.new(0, 0.01, 1)}):Play()
		TweenService:Create(Tool, TweenInfo.new(0.05), {GripPos = Vector3.new(0, 1, -0.4)}):Play()
		TweenService:Create(Tool, TweenInfo.new(0.05), {GripRight = Vector3.new(1, -0.006, 0)}):Play()
		TweenService:Create(Tool, TweenInfo.new(0.05), {GripForward = Vector3.new(0.006, 1, -0.01)}):Play()
	end)()
end

local ShootDebounce = true

RunService.RenderStepped:Connect(function()
	if Automatic == true then
		if Shooting == true and ShootDebounce == true then
			ShootDebounce = false
			
			if Ammo > 0 then
				if Player:FindFirstChild("PlayerStorage") and Player.PlayerStorage:FindFirstChild("InfiniteAmmo") then
					if Player.PlayerStorage:FindFirstChild("InfiniteAmmo").Value == false then
						Ammo -= 1
					end
				else
					Ammo -= 1
				end
				
				Shoot()
			else
				Reload()
			end
			
			task.wait(Cooldown)
			
			ShootDebounce = true
		end
	end
end)

UserInputService.InputBegan:Connect(function(Input, GameProcessed)
	if GameProcessed then return end
	
	if Equipped == true then
		if Input.KeyCode == Enum.KeyCode.ButtonR2 or Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then
			Shooting = true
			
			if not Automatic then
				if ShootDebounce == true then
					ShootDebounce = false
					
					if Ammo > 0 then
						if Player:FindFirstChild("PlayerStorage") and Player.PlayerStorage:FindFirstChild("InfiniteAmmo") then
							if Player.PlayerStorage:FindFirstChild("InfiniteAmmo").Value == false then
								Ammo -= 1
							end
						else
							Ammo -= 1
						end
						
						Shoot()
					else
						Reload()
					end
					
					task.wait(Cooldown)
					
					ShootDebounce = true
				end
			end
		elseif Input.KeyCode == Enum.KeyCode.R or Input.KeyCode == Enum.KeyCode.ButtonX then
			Reload()
		end
	end
end)

UserInputService.InputEnded:Connect(function(Input)
	if Input.KeyCode == Enum.KeyCode.ButtonR2 or Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then
		Shooting = false
	end
end)

Tool.Equipped:Connect(function(Mouse)
	Equipped = true
	
	Handle.EquippedSound:Play()
end)

Tool.Unequipped:Connect(function(Mouse)
	Equipped = false
	
	if Shooting then
		Shooting = false
	end
	
	Reset()
end)

Humanoid:GetPropertyChangedSignal("MoveDirection"):Connect(function()
	if Humanoid.MoveDirection ~= Vector3.new(0, 0, 0) then
		Walking = true
	else
		Walking = false
	end
end)

Config.Ammo.Value = Ammo .. "/" .. MaxAmmo]]></ProtectedString>
				<int64 name="SourceAssetId">-1</int64>
				<BinaryString name="Tags"></BinaryString>
			</Properties>
		</Item>
		<Item class="Configuration" referent="RBX51C1C2A14049472F8934857D29FD7BEB">
			<Properties>
				<BinaryString name="AttributesSerialize"></BinaryString>
				<string name="Name">Config</string>
				<int64 name="SourceAssetId">-1</int64>
				<BinaryString name="Tags"></BinaryString>
			</Properties>
			<Item class="StringValue" referent="RBXE22BAFFA66694CF7A52ABA6D1C276AF6">
				<Properties>
					<BinaryString name="AttributesSerialize"></BinaryString>
					<string name="Name">Ammo</string>
					<int64 name="SourceAssetId">-1</int64>
					<BinaryString name="Tags"></BinaryString>
					<string name="Value">Loading..</string>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX80AFD6D7755F416CBEA3F19B92ACABD9">
				<Properties>
					<BinaryString name="AttributesSerialize"></BinaryString>
					<string name="Name">BulletCount</string>
					<int64 name="SourceAssetId">-1</int64>
					<BinaryString name="Tags"></BinaryString>
					<int64 name="Value">1</int64>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX5704548F402844CF99E6C9A5954AE65E">
				<Properties>
					<BinaryString name="AttributesSerialize"></BinaryString>
					<string name="Name">Damage</string>
					<int64 name="SourceAssetId">-1</int64>
					<BinaryString name="Tags"></BinaryString>
					<int64 name="Value">10</int64>
				</Properties>
			</Item>
			<Item class="Configuration" referent="RBX56B6B67C520E49959DF7AFC5989A05FB">
				<Properties>
					<BinaryString name="AttributesSerialize"></BinaryString>
					<string name="Name">BulletSettings</string>
					<int64 name="SourceAssetId">-1</int64>
					<BinaryString name="Tags"></BinaryString>
				</Properties>
				<Item class="Color3Value" referent="RBX6676D3D05FD74D6CB07BF4AFB75A781A">
					<Properties>
						<BinaryString name="AttributesSerialize"></BinaryString>
						<string name="Name">Color</string>
						<int64 name="SourceAssetId">-1</int64>
						<BinaryString name="Tags"></BinaryString>
						<Color3 name="Value">
							<R>1</R>
							<G>0.886274576</G>
							<B>0</B>
						</Color3>
					</Properties>
				</Item>
			</Item>
		</Item>
	</Item>
	<SharedStrings>
		<SharedString md5="yuZpQdnvvUBOTYh1jqZ2cA=="></SharedString>
		<SharedString md5="+qv2o0HSW+htH+ALwYQpiw==">Q1NHUEhTAAAAAEJMT0NL</SharedString>
	</SharedStrings>
</roblox>

it could just be skill issue

it can be the motor6ds inside this thing because all my other tools doesnt have it
Screenshot 2023-01-21 184545

Make sure Massless is enabled in the CustomPhysicalProperties. They can manipulate the player physics because of the interfering mass of the gun.

1 Like

ong yæy its fixed and i dont know how it happened because all my other tools work fine even with the massless property off
>:(

my brain is broken in every direction of a vector

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