I’m using a free model turret from December 2017 that doesn’t work anymore. The turret WORKS and all with aiming and stuff, but the missile doesn’t fire, it just sits there at the CFrame the player was aiming at. I can’t provide any clips due to the website saying there’s issues going on when attempting to upload, so I’ll provide screenshots of what happens.
Before firing:
After firing:
The missile just stays in the air after firing, nothing even shows in the Output. I will post the code in a separate reply.
local TARGET_RADIUS = 5
local MAX_SPEED = 1750
local MAX_TORQUE = Vector3.new(4e6, 4e6, 0)
local MAX_THRUST = 6750
local THRUST_P = 500
local THRUST_D = 500
md = false
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.TargetFilter = script.Value.Value
local running = false
local gun=script.Value.Value
local SPAWN = gun.body:GetPrimaryPartCFrame()
local aimpos = Vector3.new(0,0,0)
rs=game:GetService("RunService").RenderStepped
local canfire = true
function fire()
if mouse.Target == nil then return end
if canfire == true and md == true then
canfire=false
local thingy = mouse.Target
local block = Instance.new("Part")
block.FormFactor = "Custom"
block.Size =Vector3.new(0.2,0.2,0.2)
block.Position = mouse.Hit.p
block.Name="TARGET"
local pee = script.FOREVERWELD:Clone()
pee.Disabled=false
pee.Parent= block
local weld = Instance.new("Weld")
weld.Part0 = block
weld.Part1 = mouse.Target
weld.C0 = block.CFrame:inverse()
weld.C1 = mouse.Target.CFrame:inverse()
weld.Parent = block
block.CanCollide=false
block.Parent=game.Workspace
block.Transparency=1
game:GetService("Debris"):AddItem(block,50)
gun.gun.effect.bam:Play()
local missile= gun.gun.Missile:clone()
gun.gun.Missile.Transparency=1
missile.MyTarget.Value = block
missile.Anchored=false
missile.Transparency=0
missile.CFrame = gun.gun.Missile.CFrame
local a = script.BulletScript:Clone()
a.Parent = missile
a.Disabled=false
missile.Parent=game.Workspace
game:GetService("Debris"):AddItem(missile,45)
wait(5)
gun.gun.Missile.Transparency=0
canfire=true
--[[if md == true then
fire()
end]]-- not auto
end
end
function poo()
mouse.TargetFilter = nil
mouse.Icon=oldIcon
gun.gun.Missile.Transparency=0
script:remove()
end
function no()
md = false
end
function mousedown()
md = true
fire()
end
oldIcon = mouse.Icon
mouse.Icon="http://www.roblox.com/asset/?id=138865017"
person = game.Players.LocalPlayer.Character
person.Humanoid.Jumping:connect(poo)
mouse.Button1Down:connect(mousedown) -- Run function
mouse.Button1Up:connect(no)
while rs:Wait() do
aimposa = mouse.Hit.p
if (aimposa-gun.base.Position).magnitude>40 then
local math = (aimposa-gun.base.Position).magnitude
aimpos = mouse.Hit.p+Vector3.new(0,100+math*1.5,0)
local c = aimpos
local x = (gun.gun:GetPrimaryPartCFrame()*CFrame.new(0, 0, -100000)).x
local y = (SPAWN*CFrame.new(0, 0, -100000)).y
local z = (gun.gun:GetPrimaryPartCFrame()*CFrame.new(0, 0, -100000)).z
A = Vector3.new(x,
y,
z
)
if c then
gun.gun:SetPrimaryPartCFrame(
CFrame.new(gun.body:GetPrimaryPartCFrame().p,
c)
)
gun.body:SetPrimaryPartCFrame(
CFrame.new(
SPAWN.p,
A
)
)
else
gun:SetPrimaryPartCFrame(gun.body:GetPrimaryPartCFrame())
gun.body:SetPrimaryPartCFrame(
CFrame.new(
SPAWN.p,
A
)
)
end
end
end
Is the rocket able to be moved after firing it? To put it more simply, are you able to push the rocket? If not, this is probably because the object is anchored.
Another problem you should look at is if the rocket has a BodyVelocity object inside it with the select speed, torque and thrust.
You need to script its velocity using MAX_TORQUE in BodyVelocity. This would also have more of a guarantee to work if you have it using the proper BodyVelocity object rather than using the Velocity property of the rocket.
1.) BodyVelocity has no velocity. You need to add it.
2.) You have to use R6 for the rocket to ‘fire’. You can modify it to be R15 if you wish by using the appropriate body parts.
You shouldn’t be posting support threads for models you didn’t create and ask people to fix the code for you. That’s not the purpose of this category.
The model is probably “broken” because it’s not compatible with FilteringEnabled. Considering the variables at the top of the code, I’m assuming this is all ran on the client-side. There’s no indication of remotes, so it’s probably only doing things client-side.
Also, in the future, please do edit replies if you have new information to share rather than creating new posts. It looks like bump posting.