How to Code a gun in Roblox Studio

Hello Friends, Welcome to LIONJEK, Here you will find How to Code a gun in Roblox Studio. If you miss anything then it may not work. That’s why it is mandatory to read complete article to know everything about how to code a gun in Roblox. I’ve mentioned every step in list form for your ease. Let’s get to the steps right away.

How to Code a gun in Roblox Studio

  • The first step to coding the gun:
  • You first insert a tool into the Workspace,
  • insert a part within the tool,
  • And name it a “handle”.
  • Then, you insert these three items into the tool.
  • Next the gun has to detect when you click so you can shoot!
  • Where this code detects when you click with the left mouse button.
  • The local script first gets the player,
  • then gets a service called user input service.
  • The local script uses the service to create an event when you click with the mouse.
  • Now, the gun has to get where you clicked.
  • This next code gets the position within the workspace,
  • from the position on the screen you clicked.
  • The local script gets the player’s camera,
  • and a function to cast a ray to get the position from the screen to the workspace.
  • The function is used when you click, after getting your mouse location on the screen.
  • Next the local script has to send the position to the server.
  • This code uses the remote event from the tool to send the position.
  • It means that the position data is sent through the remote event from the local script.
  • Now, you need to get the server to receive the position.
  • In the server script you get the tool and remote as before,
  • then have the remote receive the position from the local script.
  • The next step to the gun is to make the bullets.
  • One common mistake is when bullets are made on the server script. (Orange text means do not copy)
  • If there were many bullets shot, this is what it would look like.
  • Instead of that, the server script should track its own invisible bullet,
  • while the bullets should be made on a new local script later on.
  • First the server script gets the handle and starts a new function to track the bullet.
  • Now this code section is where the bullet’s position, velocity and direction are set.
  • The bullet should also have a maximum range it can travel, in studs.
  • Next, this is where the bullet is loop tracked,
  • with the time being recorded within the loop.
  • The bullet position updates with every loop,
  • and the range decreases as the bullet travels.
  • Then, a ray is made, which is used to check if the bullet hit something.
  • If you tried to shoot now, the bullet would hit your character first.
  • A ray filter is used to fix, but first the fire function needs the player who fired it.
  • Then the ray filter is made, ignoring the player’s character,
  • and the fire function applies the rays to the ray filter.
  • When you test it again, you should no longer hit yourself!
  • Next the script should deal damage to other characters it finds.
  • This code finds the humanoid to deal damage, by searching the model the part came from.
  • If you want extra damage through a headshot for example,
  • check if what you hit is a head.
  • With the damage done, now the gun has to show the bullet itself moving.
  • First there should be a remote event in replicated storage.
  • Then there should be a permenant screen GUI in the starter GUI,
  • and a new local script within that renders the bullets.
  • Now the gun script will get the new remote event,
  • and send to all clients this data for rendering the bullet.
  • Now this new local script should access the remote event,
  • and connect to a remote event to get the data from the server.
  • Before creating the bullet, the bullet render needs a storage to contain all the bullets.
  • Rendering the bullet begins with the start time and position as before,
  • then the render will create the bullet in the storage, and can be customized.
  • The local script also has a ray filter, which will also prevent bullets from hitting each other.
  • Now, the code that tracks the bullet is similar to the tracker in the script.
  • Except after casting the ray, the bullet’s position is updated to fit the ray’s movement.
  • And at the end of tracking, the render waits 1 frame before finally deleting the bullet!
  • If you use a fps unlocker, your bullets might look spaced out,
  • but this will not occur at frame speed up to 60 frames per second.
  • This can be fixed by making the task. Wait wait for 1/60th of a second instead.
  • Now it’s time to actually add gun sounds.
  • First the gun sound is separately made in the script, as part of gun firing.
  • Then it uses a sound ID; you can find one in the toolbox in audio.
  • And then the gun sound would play, and destroy itself once it stopped playing.
  • A gun won’t look like a gun, without a model!
  • First you create the model, or get it from the toolbox.
  • Then insert the model into the tool, and bring the handle to the center of the model.
  • Weld the Handle to the model,
  • then make the handle invisible and not Can Collide.
    (Use a WeldConstraint)
  • And, resize the handle part to fit the size of the gun.
  • If needed, weld all the gun parts together. (I used moon animator)
  • Sometimes the gun is rotated wrong.
  • Just rotate the handle part, and resize if needed.
  • Other times, your gun might not be gripped properly.
  • You can change the tool grip position, until it looks right to you.
  • Also, the gun still shoots from the centre of the handle.
  • To fix you add an attachment in the Handle,
  • and move it to where you want.
  • Then in the script, you change where the gun starts to the attachment’s world position.
  • The gun has some bugs to be fixed, one being the gun shooting when unequipped.
  • You simply need to check when the tool is equipped or unequipped,
  • (in the script)
  • and it should also be done in the local script, in case any effects are used.
  • To prevent hackers, make sure the person firing is the same as the one holding the tool.
  • If you reset, you can still fire the weapon while dead.
  • To fix, have the script check if you are dead before firing the gun.
  • Sometimes bullets hit the accessories, which prevent headshots.
  • In the server script, the ray filter should ignore any accessory for all players.
  • The change in the ray filter should also apply to the bullet render local script.
  • Let’s say you want your gun as a starter tool.
  • If you put your gun into the starter pack, it doesn’t work because the gun cannot find the remote event.
  • This can be fixed by waiting for the remote event to be added when the local script first runs.
  • Now one extra feature that is important in many gun types is firing bullets automatically.
  • First in the local script, the gun should set when the gun is firing, and the rate of fire.
  • When you click the mouse the gun should repeat firing,
  • and when you release the mouse the gun should stop.
  • To prevent misfiring the gun when clicking on a GUI such as the player list,
  • make the gun not fire if the click did happen on a GUI.
  • Releasing the gun while on the GUI should stop firing it.
  • While automatic fire works, exploiters are also able to fire more than you want the gun to.
  • The first step is to secure the local script by recording the time since you clicked,
  • then only continue the event, if you click after the time length of the fire rate has passed.
  • Then in the server script, you would have the same fire rate,
  • but the gun should allow for events that are up to two thirds faster time.
  • Then you need to keep time of when the gun last processed the event,
  • so that the amount of time passed is compared to the fire rate before continuing.
  • Exploiters no longer can spam, but they can still deal more damage than regular players.
  • There is a way to fix, by limiting how many shots are fired in a second.
  • First you have the maximum amount of events you want to count,
  • then you track how many events have been added,
  • and track how much time has passed since the event was added.
  • When firing the gun,
    this code prevents too many events being called,
    and the number of events reset after 1 second.
  • For now, your gun is complete, and is hacker resistant!

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