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!
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