The Most ACCURATE Projectile in ROBLOX!!
ฝัง
- เผยแพร่เมื่อ 9 ก.พ. 2025
- yes i clickbait but the vid is REAL
learn abt physics and kinematics
Resources:
FastCast - etithespir.it/...
Physics by Professor Dave - • Classical Physics
Discord: / discord
My current project: / discord
Part 2 is out now!!! Learn how to make your projectiles bounce!!
th-cam.com/video/xs6G2KhpiP4/w-d-xo.htmlsi=ju6EgeyIsvYbWpXu
THE WAY I CLAPPED AND SAID YESSS! 💀 WHEN YOU SAID I'M GONNA TEACH YOU HOW TO WRITE IT YOURSELF. So many dang tutorials are just people showing us how to use the modules and I've always hated those videos because I want to know how to do it not just rely on someone else and never learn. I was about to click off and then you said "the module FastCast" I'm so happy this wasn't one of those.
Here I am, with my non mathematician brain making a goal part created on mouse position with a limited range, then moving it downwards and slowly accelerates downwards faster simulating gravity and having my raycast slowly approach it based on bullet speed when I could've just done this.
This is definitely complex but what's more complex are the emotions you feel whilst trying to deal with body velocities and watching something move in the air at a total speed of 5fps. So ty
The best tutorial about physics in roblox! :D
Thanks for this video! I’m pretty new with Raycasts and I’m trying to make a custom gun system or my game and this will help a lot!
Hope it comes out well!
Bro's better at teaching physics more than the teachers i know.
When u start putting this in one script, the roblox AI auto-complete with the exactly same code as yours, so a lot of people have written ur code lol!
This is gonna be so good for my fighting game knockback, thanks
you resumed my physics semester
I was looking for client-side hitbox as it fixes network latency issues but nice tutorial.
clientcast?
you can just use it on client side
@@notactuality bad for projectiles
very useful, im testing ideas on developing a matchlock gun system, a single tool instead of getting over my head with an entire game, helps great since the accurate physics of it performs way further from hitscan than other weaponry
you're talented oml❤
Thought I was learning physics. Anyways, nice video
the memory usage went up to 3 gigabytes lol
because the video code isn't doing OOP, for every new projectile it creates all the same methods again
@@cezito6831 I noticed that too, and I was unsure if I was the one who was mistaken, but I guess not.
Well I learned that a lot easier than I thought I would. You're a pretty good teacher 👍👍
thanks, I hate relying on other peoples modules
The modules are very simple but hard to use. I agree
Thanks for this video bro 💪💪💪💪👌👌
Thank you very much, I learned a lot from this video.
this is so incredibly underrated
Man i learned about projectile motion and their equation few weeks ago in physics book
I haven't seen anyone else with this problem in the comments but every time I require the module it says attempt to call a table value.
Thanks for the tutorial, so helpful :D
I don't think this is the best for big projectiles, because i'm using this to move a trash MeshPart, and sometimes it goes through parts that shouldn't because they can collide. For example, i'm throwing this meshpart against a house wall, it collides with it and detects the hit, but it trespasses it. Maybe because the mesh is kinda "big" and since you are constantly changing the position, it goes through them unlike when you are using a velocity mover
This video was made before spherecast was added. Use spherecast problem solved
tysm you were right!!! congrats on the video, really useful module to move big projectiles 🥰 @@fidgetspinner71
Idk why but this is the coolest video on roblox studio I have ever seen
hey, I'm working on a throwable football and I want the nose of the football to be looking at the direction that the player throws in. I have my own custom caster which handles the football drop and physics.
CFrame.LookAt()
@@pepperdayjackpac4521 Can you please elaborate more?
@@qxxrd CFrame.LookAt will angle your obj so that it faces its targetPosition. It takes in two parameters: the starting position (the position of the obj) and the targetPosition (which is where the obj will be facing towards), both are Vector3.
if your football is changing directions, then you need to recalculate the starting and target position each time so that the nose points like it would in real life.
But if it's just moving in a straight line, then you won't need to recalculate.
@@pepperdayjackpac4521 I have tried to do what you said but the problem now is the when the player throws to the side the nose of the football is fowards and not facing where the player aimed to.
Caster Code:
NewProjectile = self.Projectile:Clone()
DirectionVector = (target - origin).Unit
PositionVector = *Trajectory Calculations*
-- THIS PART IS IN A LOOP
NewProjectile.CFrame = CFrame.lookAt(ProjectilePosition, DirectionVector)
@@qxxrd just multiply it by some rotation cframe that fits with your model (ex. CFrame.Angles(math.rad(90),0,0) )
(i think cframe.angles uses radians instead of degrees but idk just play around with it)
It seems like roblox projectiles has this weird delay for every shot. It makes it look weird.
This works but theres one problem for me, When i make a bullet model (Or any rectangular model) move with the module, it doesnt point on the thin side, it positions on the wider side, And idk how to fix it at this rate
Edit: I also want it to point towards where its moving,
Try rotating it by 90 degrees in the code, also if you right click the part and click "Show Orientation Indicator" it's going to show you where the front side is
@@Saiki13 Ty i kinda already figured EVERYTHING out, to kinda fix this its a roblox model issue, i just made the object a model with the primary part the right way
@@Saiki13 Also i was gonna say how to make it face the velocity of where its moving (So that it curves yknow) and i figured it out, just before the line where you make currentpos into projpos put this in.
local direction = (projPos - currentpos).Unit
@@Its_Just_Cy Good thing you figured it out, Also thx, i was wondering how to do that lol
It Can Work On Fast?
hey idk if ur still active but i have a problem where once i cast it in the onserverevent it gives me an error on the line where we set the rayResult, "Unable to cast Vector3 to raycast params" not sure if this is outdated tho (this might be bc i replaced "whitelist" in the params with "include" since thats deprecated)
Can i use this to make a cannon like bofors or flak 88 ?
Very nice tutorial, although I am having an issue with the whitelist showing up with an error "Unable to cast value to Objects"
how do i make it so when it touches a part it destroys and doesnt just go through it
End the loop whenever the raycast detects something
Very nice!
Fantastic video, exactly what I needed and you actually managed to explain it pretty well
Hi ! I have a weird question , is this entire project possible without the module script like any alternative method for module script part bcz of some reasons.
only reason i subbed is to fix the 666 nice video btw
thx for the video
Would there be a way for me to set it to hit a certain amount of studs by adding on angle(but without moving the mouse up), to create a zeroing effect
very cool vid
Hey awesome video! When I put in a model as projectile it moves just fine but it looks a little bit choppy because I am just settings its position every RayCast do you think Tween or Lerping would work in anyway for the projectile so it looks smove when it moves?
Its better to have a black list raycast param instead of whitelist for bigger games
Why
@@pepperdayjackpac4521 you will have to constantly add many folders and children instead of just blacklisting certain things
@@pepperdayjackpac4521 because unless u wanted to whitelist couple of things it would be more efficient
you cant allocate for every single thing the projectiles should hit a metaphor would be rather sort out the bad ones instead of look for the good ones @@pepperdayjackpac4521
@pepperdayjackpac4521 it'll reach a point where there's less things you want it to hit instead of ignore
not watchin allat it 3:14 in da damn mornin i tired asshit
So i have an error that says that projectile is not a member of folder modules, whats the fix?
you need a folder for the projectiles you are shooting at.
imma use this for knockback
i made knockback with it THANKS
How do I make it so that I can apply these physics to an already existing part?
programming
Unanchor it
@@vlogsquad7113 i figured out thanks
Hey, is it possible to use this on a model? I have a firework game and I want to move the firework physics to client side but every time I tried I couldn’t get it to work.
Could you be more specific? Maybe you could even open a devforum post about it
Yeah absoloutely. Fire the event, whenever you want the firework to be activated. Just name the start, dest and force. It should work.
Bruh i think i replied to the wrong comment
really?@@reddeadleisure
Yo so the projectile curves for me without adding wind
Any ideas why?
That's the gravity
@@illogicalsavings8268 💀
is it possible for me to do this without a tool?
yes, thats why I made it into a module.
projectile doesnt shoot and i did everything correctly what do i do
That's a you problem 🤠 🙌
@@Kylerisano :(
(BWOOOMP)
;(
Ever fix it?
wow cool
What is "self"? ( self.Wind.X, self.Wi...)
OOP search it up in youtube
great video, idk why but I've always been under the impression that this would've been more complex.
quick question though, does using runservice to execute code every frame on client (even if it's just changing a few values) not a good practice?
Well i didnt see the video fully but yea, if ya uses renderstepped, but as its used on clientside i guess, it doesnt affect server at all, so maybe slighty lag but no server lag so like data saving and everything else is safe
as far as I know you need to take into account people having different frame rates causing codes to run too fast or too slow, I've seen many games put for example dashes that update a BodyVelocity's direction every frame for a set amount of times and then destroy it causing higher fps to destroy the BodyVelocity earlier making you travel shorter while capping your fps at around 30 would make it go a lot further
if you wanna do stuff with runservice I'd put checks with like ticks() to make sure your code acts as desired
@@thetable8175 wouldn't delta time have the same effect though? or am I misunderstanding it
@@haxking2 yeah delta time is the absolute difference between 2 times
hello jit.
hi wuzrd
ko-
man but i hate math!
wcb
1:40 i do not care
;-;
das
8yt
1 hour ago
`
Great vid
for some reason this line has an error for me - newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist
Change it to "Enum.RaycastFilterType.Include" at the end, I think thats the issue
Just incase you still need it. For some reason its underlined but it works in game
my line-
newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist
Awesome😃
local Projectile = require(Modules.Projectile).new(1,workspace:GetChildren(),Vector3.new(0,0,0),3, true)
15:08:41.240 Projectile is not a valid member of Folder "ServerScriptService.Modules" - Server - slingshot_server:9
please help me, the code gives this kind of error
do u have the name in correctly
local RunService = game:GetService("RunService")
local Debris = game:GetService("Debris")
local Projectile = {}
function Projectile.new(Gravity, Whitelist, Wind, DespawnTime, Visualize)
local newProjectile = {}
newProjectile.Gravity = Gravity
newProjectile.Wind = Wind
newProjectile.DespawnTime = DespawnTime
newProjectile.Visualize = Visualize
newProjectile.Params = RaycastParams.new()
newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist
newProjectile.Params.FilterDescendantsInstances = Whitelist
function newProjectile:Cast(start, dest, force)
local conversion = (game.Workspace.Gravity) / 9.8
local vForce = (dest - start).Unit * force * conversion
local a = Vector3.new(self.Wind.X, self.Wind.Y - self.Gravity * 9.8, self.Wind.Z) * conversion
local t = 0
local currentPos = start
local rayResult = nil
local found = false
local Connection = RunService.Heartbeat:Connect(function(dt)
if not found then
t = t + dt
local projPos = Vector3.new(
start.X + vForce.X * t + 0.5 * a.X * t * t,
start.Y + vForce.Y * t + 0.5 * a.Y * t * t,
start.Z + vForce.Z * t + 0.5 * a.Z * t * t
)
rayResult = workspace:Raycast(currentPos, projPos - currentPos, self.Params)
currentPos = projPos
if self.Visualize then
local Part = Instance.new("Part")
Part.Size = Vector3.new(0.5, 0.5, 0.5)
Part.Position = rayResult.Position
Part.Anchored = true
Part.CanCollide = false
Part.Material = Enum.Material.Neon
Part.Color = Color3.fromRGB(0, 255, 0)
Part.Shape = "Ball"
Part.Parent = game.Workspace
Debris:AddItem(Part, 0.5)
end
if rayResult or t > self.DespawnTime then
found = true
end
end
end)
while not found do
wait()
end
Connection:Disconnect()
if rayResult then
print("Detected")
end
end
return newProjectile
end
return Projectile
Did i do anything wrong because the "rayResult = workspace:Raycast(currentPos, projPos - currentPos, self.Params)" is nil and "Part.Position = rayResult.Position" returns an error.
Since ray result is nil, your visualization will not follow anything since it does not exist so do Part.Position = projPos
@@MythIsTheLegend that doesn't
work
@@rei2261 It should work because if you do everything correctly and then set part pos to the projectile pos then it always follows the position of the part because if your raycast is nil it don't exist meaning your visual just doesn't go anywhere else.
@@MythIsTheLegend ok
why does the projectile spawn higher then the player