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 bulletβs position is updated to fit the rayβs 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 itβs 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!
Most Popular Online Casino Card Games
Lionjek, the visionary author and administrator behind lionjek.com, is a prominent figure in the gaming community. With a passion for immersive gaming experiences, Lionjek crafts compelling articles that delve into the latest trends, strategies, and reviews. Known for insightful analysis and engaging writing, Lionjek has built a loyal following on the website, providing readers with valuable insights into the dynamic world of gaming. Whether exploring the intricacies of game design or offering expert tips, Lionjek’s expertise shines through, making lionjek.com a go-to destination for gaming enthusiasts seeking quality content and a deeper understanding of their favorite virtual realms.