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
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
What does your tool look like in the explorer? Can you show all of the instances in the tool?
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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<CoordinateFrame name="CFrame">
<X>-56.0608482</X>
<Y>1.61713648</Y>
<Z>31.2118645</Z>
<R00>0.975850761</R00>
<R01>0.217863709</R01>
<R02>-0.0156285223</R02>
<R10>-0.0133681633</R10>
<R11>-0.0118460674</R11>
<R12>-0.999833763</R12>
<R20>-0.218015552</R20>
<R21>0.975897849</R21>
<R22>-0.00864695106</R22>
</CoordinateFrame>
<bool name="CanCollide">false</bool>
<bool name="CanQuery">true</bool>
<bool name="CanTouch">true</bool>
<bool name="CastShadow">false</bool>
<string name="CollisionGroup">Default</string>
<int name="CollisionGroupId">0</int>
<Color3uint8 name="Color3uint8">4283510813</Color3uint8>
<PhysicalProperties name="CustomPhysicalProperties">
<CustomPhysics>false</CustomPhysics>
</PhysicalProperties>
<bool name="DoubleSided">false</bool>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<bool name="HasJointOffset">false</bool>
<bool name="HasSkinnedMesh">false</bool>
<Vector3 name="InitialSize">
<X>10.5109615</X>
<Y>3.06291008</Y>
<Z>0.626302004</Z>
</Vector3>
<Vector3 name="JointOffset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<bool name="Massless">false</bool>
<token name="Material">512</token>
<string name="MaterialVariantSerialized"></string>
<Content name="MeshId"><url>rbxassetid://6127735225</url></Content>
<string name="Name">Body</string>
<SharedString name="PhysicalConfigData">+qv2o0HSW+htH+ALwYQpiw==</SharedString>
<BinaryString name="PhysicsData"></BinaryString>
<CoordinateFrame name="PivotOffset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<float name="Reflectance">0</float>
<token name="RenderFidelity">1</token>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<int name="RootPriority">0</int>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
<Content name="TextureID"><null></null></Content>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<int name="VertexCount">0</int>
<Vector3 name="size">
<X>4.43658447</X>
<Y>1.29282761</Y>
<Z>0.264356583</Z>
</Vector3>
</Properties>
</Item>
</Item>
<Item class="Part" referent="RBX38ECAB3C635740788D842F2F7C691053">
<Properties>
<bool name="Anchored">true</bool>
<BinaryString name="AttributesSerialize"></BinaryString>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<CoordinateFrame name="CFrame">
<X>-54.8355904</X>
<Y>1.61944807</Y>
<Z>30.9860725</Z>
<R00>0.0154178552</R00>
<R01>-0.97582221</R01>
<R02>0.218015373</R02>
<R10>0.999847651</R10>
<R11>0.0133660361</R11>
<R12>-0.0108843679</R12>
<R20>0.00770604052</R20>
<R21>0.218151838</R21>
<R22>0.9758811</R22>
</CoordinateFrame>
<bool name="CanCollide">false</bool>
<bool name="CanQuery">true</bool>
<bool name="CanTouch">true</bool>
<bool name="CastShadow">true</bool>
<string name="CollisionGroup">Default</string>
<int name="CollisionGroupId">0</int>
<Color3uint8 name="Color3uint8">4288914085</Color3uint8>
<PhysicalProperties name="CustomPhysicalProperties">
<CustomPhysics>false</CustomPhysics>
</PhysicalProperties>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<bool name="Massless">false</bool>
<token name="Material">256</token>
<string name="MaterialVariantSerialized"></string>
<string name="Name">Handle</string>
<CoordinateFrame name="PivotOffset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<int name="RootPriority">0</int>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">1</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">1</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>0.299999833</X>
<Y>2.10000014</Y>
<Z>1.29999971</Z>
</Vector3>
</Properties>
<Item class="Sound" referent="RBX162327D37EAB423F85D0EA1AEC1B7D66">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<float name="EmitterSize">10</float>
<NumberRange name="LoopRegion">0 60000 </NumberRange>
<bool name="Looped">false</bool>
<string name="Name">Kill</string>
<bool name="PlayOnRemove">false</bool>
<NumberRange name="PlaybackRegion">0 60000 </NumberRange>
<bool name="PlaybackRegionsEnabled">false</bool>
<float name="PlaybackSpeed">1</float>
<bool name="Playing">false</bool>
<token name="RollOffMode">0</token>
<Ref name="SoundGroup">null</Ref>
<Content name="SoundId"><url>rbxassetid://4380547990</url></Content>
<int64 name="SourceAssetId">4380547990</int64>
<BinaryString name="Tags"></BinaryString>
<double name="TimePosition">0</double>
<float name="Volume">4</float>
<float name="xmlRead_MaxDistance_3">10000</float>
</Properties>
</Item>
<Item class="Sound" referent="RBXD17B8AC0DB364FF7AFF35430D56EBEAC">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<float name="EmitterSize">10</float>
<NumberRange name="LoopRegion">0 60000 </NumberRange>
<bool name="Looped">false</bool>
<string name="Name">Reload</string>
<bool name="PlayOnRemove">false</bool>
<NumberRange name="PlaybackRegion">0 60000 </NumberRange>
<bool name="PlaybackRegionsEnabled">false</bool>
<float name="PlaybackSpeed">1.5</float>
<bool name="Playing">false</bool>
<token name="RollOffMode">0</token>
<Ref name="SoundGroup">null</Ref>
<Content name="SoundId"><url>rbxassetid://6808977427</url></Content>
<int64 name="SourceAssetId">8213803325</int64>
<BinaryString name="Tags"></BinaryString>
<double name="TimePosition">0</double>
<float name="Volume">1</float>
<float name="xmlRead_MaxDistance_3">10000</float>
</Properties>
</Item>
<Item class="Sound" referent="RBX7EE54F279B3C4655A0EF4FB1D9CB0916">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<float name="EmitterSize">10</float>
<NumberRange name="LoopRegion">0 60000 </NumberRange>
<bool name="Looped">false</bool>
<string name="Name">Shoot</string>
<bool name="PlayOnRemove">false</bool>
<NumberRange name="PlaybackRegion">0 60000 </NumberRange>
<bool name="PlaybackRegionsEnabled">false</bool>
<float name="PlaybackSpeed">1</float>
<bool name="Playing">false</bool>
<token name="RollOffMode">0</token>
<Ref name="SoundGroup">null</Ref>
<Content name="SoundId"><url>rbxassetid://132258172</url></Content>
<int64 name="SourceAssetId">3272199615</int64>
<BinaryString name="Tags"></BinaryString>
<double name="TimePosition">0</double>
<float name="Volume">0.5</float>
<float name="xmlRead_MaxDistance_3">10000</float>
</Properties>
</Item>
<Item class="ClickDetector" referent="RBX97AD27589C814395B4B84C7E881B6E6B">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<Content name="CursorIcon"><null></null></Content>
<float name="MaxActivationDistance">32</float>
<string name="Name">ClickDetector</string>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
</Properties>
</Item>
<Item class="Sound" referent="RBX64F4C42B7887493784F11398ED42AF79">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<float name="EmitterSize">10</float>
<NumberRange name="LoopRegion">0 60000 </NumberRange>
<bool name="Looped">false</bool>
<string name="Name">EquippedSound</string>
<bool name="PlayOnRemove">false</bool>
<NumberRange name="PlaybackRegion">0 60000 </NumberRange>
<bool name="PlaybackRegionsEnabled">false</bool>
<float name="PlaybackSpeed">1</float>
<bool name="Playing">false</bool>
<token name="RollOffMode">0</token>
<Ref name="SoundGroup">null</Ref>
<Content name="SoundId"><url>rbxassetid://3603367478</url></Content>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
<double name="TimePosition">0</double>
<float name="Volume">0.5</float>
<float name="xmlRead_MaxDistance_3">10000</float>
</Properties>
</Item>
<Item class="Part" referent="RBX83534E8550914C6082CC7EBAFB6ABB4B">
<Properties>
<bool name="Anchored">false</bool>
<BinaryString name="AttributesSerialize"></BinaryString>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">0</token>
<token name="BottomSurfaceInput">0</token>
<CoordinateFrame name="CFrame">
<X>-59.4084244</X>
<Y>1.77977121</Y>
<Z>32.3135223</Z>
<R00>0.0154174352</R00>
<R01>-0.97582227</R01>
<R02>0.218015149</R02>
<R10>0.999844551</R10>
<R11>0.0133660231</R11>
<R12>-0.0108861253</R12>
<R20>0.00770432083</R20>
<R21>0.218152747</R21>
<R22>0.975884199</R22>
</CoordinateFrame>
<bool name="CanCollide">false</bool>
<bool name="CanQuery">true</bool>
<bool name="CanTouch">true</bool>
<bool name="CastShadow">true</bool>
<string name="CollisionGroup">Default</string>
<int name="CollisionGroupId">0</int>
<Color3uint8 name="Color3uint8">4288914085</Color3uint8>
<PhysicalProperties name="CustomPhysicalProperties">
<CustomPhysics>false</CustomPhysics>
</PhysicalProperties>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<bool name="Massless">false</bool>
<token name="Material">256</token>
<string name="MaterialVariantSerialized"></string>
<string name="Name">ShootPos</string>
<CoordinateFrame name="PivotOffset">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
<R00>1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>1</R22>
</CoordinateFrame>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<int name="RootPriority">0</int>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">0</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">1</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<token name="formFactorRaw">1</token>
<token name="shape">1</token>
<Vector3 name="size">
<X>0.299999833</X>
<Y>0.200000003</Y>
<Z>0.299999744</Z>
</Vector3>
</Properties>
</Item>
<Item class="WeldConstraint" referent="RBXD2AB2106DEB34B7696075D0BB21E4D28">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<CoordinateFrame name="CFrame0">
<X>0.100025892</X>
<Y>4.75401306</Y>
<Z>0.296739578</Z>
<R00>0.999996901</R00>
<R01>-6.17001206e-09</R01>
<R02>-1.73645094e-06</R02>
<R10>-6.17001206e-09</R10>
<R11>1.00000024</R11>
<R12>8.7916851e-07</R12>
<R20>-1.73645094e-06</R20>
<R21>8.7916851e-07</R21>
<R22>1.00000298</R22>
</CoordinateFrame>
<string name="Name">WeldConstraint</string>
<Ref name="Part0Internal">RBX38ECAB3C635740788D842F2F7C691053</Ref>
<Ref name="Part1Internal">RBX83534E8550914C6082CC7EBAFB6ABB4B</Ref>
<int64 name="SourceAssetId">-1</int64>
<int name="State">3</int>
<BinaryString name="Tags"></BinaryString>
</Properties>
</Item>
</Item>
<Item class="Configuration" referent="RBX4983261727EF45D1A029359E9848EBBF">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<string name="Name">Animations</string>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
</Properties>
<Item class="Animation" referent="RBX3D517FC981224CD1BEC1C0A54E1B644D">
<Properties>
<Content name="AnimationId"><url>rbxassetid://10052132766</url></Content>
<BinaryString name="AttributesSerialize"></BinaryString>
<string name="Name">Reload</string>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
</Properties>
</Item>
</Item>
<Item class="Script" referent="RBXD7F60E74264E47B397A2BEE966BA1A27">
<Properties>
<BinaryString name="AttributesSerialize"></BinaryString>
<bool name="Disabled">false</bool>
<Content name="LinkedSource"><null></null></Content>
<string name="Name">Script</string>
<token name="RunContext">0</token>
<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>
<int64 name="SourceAssetId">-1</int64>
<BinaryString name="Tags"></BinaryString>
</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
Make sure Massless is enabled in the CustomPhysicalProperties. They can manipulate the player physics because of the interfering mass of the gun.
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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