Roblox projectile motion. new("BodyVelocity", Ball) Motion.

Roblox projectile motion. studio, scripting, help.

Roblox projectile motion Developer Forum | Roblox Bezier curve trajectory. The easy approach is by creating a Touched event inside that OnServerEvent you just created (EVENT-CEPTION >:O). Hello! I’ve been messing around with bezier curves for a bit, specifically for projectile trajectory. CFrame - Vector3. new( Developer Forum | Roblox Determine projectile impact position Projectile motion | Displacement. Hi, I am trying to make an accurate and realistic bullet drop/loop drop for my gun/lasso, but I don’t know where to start. Hello, recently I’ve wanted to make a basic projectile, I want the projectile to behave almost exactly like the official ROBLOX rocket launcher. How can I make it so that the projectile is unaffected by gravity and moves in a constant speed towards the specified direction until I destroy it? Here’s the code to my gun so far: local redGun = script. The simulator is capable of accurately depicting curves, linear motions, and circular motions. Modeling a projectile's motion. For example if the projectiles acceleration is an vector of (10,0,0), the projectile will always accelerate towards positive X no matter where it was spawned at. - Cleary not what I need. projectile:Clone() local toolh = script. and most importantly I want it to lock onto players and push itself towards them in a assisting way correcting like 13 stud misses it can’t use roblox physics I thought about using tweens but I don’t know how to make tweens go at a arc or even Hey everyone I have been trying to create an Artillery model, for that I was browsing the devforum to see if there was any code/resource on projectile motion. The actual motion of the projectile is simple enough, (I’m using bodyVelocities and bezier curves for now) but actual hit detection for projectiles is something I’m not sure on. RC_R0BLOX (CFrame) Can you tell me why you want to do this with sine waves, If you want a sinusoidal motion, then that makes sense, but for random it is strange. Because of this, I assumed that if it hit the player, hit. I’ve made the Does anybody know how I could make a projectile go to my mouses position using body velocity? I am trying to make a mortar for my game and am unsure of how to angle the center to shoot the player. After creating all of your stuff, just add a Touched event that will damage any Humanoid that touches it, you could also create a debounce if the want the Part to only damage you once (Otherwise it’d just either result in instakilling you or majorly The thing is that there is some kind of delay in the projectile and it’s not in sync, like 1 sec away. Help and Feedback. I heard that some users make a 2D bullet tracer system, it really looks like the one from Phantom Forces, I’m not local Projectile = { Acceleration = Vector3. Note that in the second part of the site I linked to, they ultimately use Bezier curves to show the projectile path while you drag the aimpoint around. You can add this yourself if you want by changing the equations of motion. gg/bEn49K5JUtPatreon: https://www. I know I can’t use tweening for this but that’s as far as i got Thanks for your time I am trying to create a bow and arrow atm and originally I had used BodyVelocity to launch the arrow, but I realized that there is no way to create arrow drop with BodyVelocity (I think, If I’m wrong please let me know). Scales easily with Roblox's graphic settings. The sanity check is just the server: calculating delta t (current instant in time - the instant the projectile was launched) plugging allat into magic physics equation to calculate where the projectile would be right now (expected position) The past two days I have been studying the physics of projectile motion; for the sake of learning and applications in game development. ) move into a special trajectory (not roblox world physics) like in Original Snido Life. Velocity = distance / time. LocalPlayer local char = script. Developer Forum | Roblox Make projectile face mouse. This community is unofficial and is not endorsed, monitored, or run by would it be possible for you to record a side view of the projectile? id like to see if the downwards motion is curved or straight. MaxForce = local direction = (projectile. Roblox Studio is a real-world simulation engine that emulates physical behavior in real time, so in order to predict how objects moving linearly can behave in experiences, it's important to have a high-level understanding of how objects move in real life with linear motion. I do know about FastCast and how to use it, but I am trying to make my very own custom bullet drop system. Touched:Connect(function(Hit1) if Debounce then return end if Hit1 == Floor then Debounce = true --Code when "Fireball" starts touching floor. ? Introduction I’ve created a module that allows you to create an nth degree Bezier Curve given Vector3s and BaseParts (to add points that can change as the BaseParts position changes). I want this project to advanced my scripting skills and learn new techniques throughout my experience. If your projectile firing system doesn’t inherit the shooter’s velocity, you can just set this as Vector3. You could do GetPartsInPart, but again, you’d have to check any one of these methods each step to see if there would be, or is, a hit. We know that the derivative of position with  · How can i make a projectile (or any part etc. That come infront of the projectiles during motion - That’s why I used the for loop as each time the Raycast would be updated infront of the Projectile, accounting for new objects. While the projectile worked fine for me it had big problems as well, firstly having the client handle the damage sent to the server is quite bad because it’s just a gateway for exploiters, my projectile flew fine but when I tried adding bulletdrop it became apparent that mixing Roblox physics with my “simulated” physics it started to have problems so that didn’t work out code: local tool = script. I’m used to using region3s for my hitboxes, with methods like getpartsinboundbox, and I do know raycasting also works, and I want to move my projectile to the mouse pos, I’m not sure what to use to move the projectile. Once this is done, you can do hit detection on the server, and while there will be latency, it will not be very severe because the projectile is slow moving. This is the script: local CacheProjectiles = So I want to create a projectile algorithm for an upcoming project I have planned. And I’ve had the question of “What’s the best way to do it?”. tl;dr: [image] Where v is the launch velocity, g is Hi, as the topic says, I need help making a projectile motion. local function projectileMotionEquation(g, v, initialPosition, t) --See Ego Mooses tutorial on integrating projectile motion equation return 0. Developer Forum | Roblox How to move the player along a parabolic trajectory? Help and Feedback. OnServerEvent:Connect(function(user,parent, mousepos) if I am trying to make a ball bounce off a block. grenades that roll or I’m making a thrown weapon for a game. Gravity*Delta, 0) if self. I have hyperlinked a video on the inaccurate projection when following the tutorial hyperlinked above. This isn’t really part of your question, but I’ll go into it for posterity Here’s an updated desmos with the max range stuff: Projectile Motion Calculation With Max Explanation: A bit of math to help. This system allows direct motion data transfer to a character in a Roblox game, providing near-instant response to real-world movements. Spoiler, minor physics lecture. I am wondering if there is a easy and efficient way to Bezier a projectile (That’s not affected like gravity like this one: Modeling a projectile's motion) the projectile used in this video above is from Elemental Battlegrounds You might not see, but this projectile uses a fast Cubic Bezier, The way I want to achieve this, is to create a Bezier on a projectile that has a constant I want to know what is the best way to shoot a projectile. I have the speed of the arrow, the starting position and the target position (where it must land). (A less detailed collision handler though, as each client would be handling every projectile. 2. 6 KB. My current code is from this post: Articles/Modeling a Projectile's Motion. new('BodyVelocity') move. coolguyweir (coolguyweir) July 19, 2023, 6:51am #1. Parent local Floor = workspace. 2) and t is time elapsed. What is the issue? What solutions have you tried so far? Did you look for solutions on the Developer Hub? I already checked if the computation Hi I’m trying to figure out how to predict the motion of a regular ball part. My issue arises in the Project function. I want the projectile to be deleted if it hits a wall, if it hits a player I want it to damage it and then be deleted if it doesn’t hit anything I want it to fly for 5 seconds then be deleted. All the values in between are the path your projectile will take. In my game, when I instantiate projectiles, I set all their properties BEFORE parenting them, which USED to work seamlessly, the projectile would spawn and instantly begin moving, but on my recent project which I started about 2 years after the one in which that technique worked, it seems to no longer work, as the projectile will lag for a solid half to full Does anyone here know how to preview projectile paths for throwing objects? For example, if I hold down mouse click, it acts as aiming, but I want the object’s path to be displayed while aiming. Developer Forum | Roblox Velocity to Studs? Help and Feedback. Projectile motion is a form of motion experienced by an object or particle (a projectile) that is projected near Earth's Projectile Simulation without ROBLOX's Physics Engine Discussion First post. If I was to Hi DevForum, I’m trying to make the character move in an arc like motion, and then hit the ground in the end result, something like this sketch: Please do take into account that I’m using a Runservice. Parent local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = What do you want to achieve? Parabolic projectile motion with an option to make it more 3D What is the issue? I have no idea how I would go about this What solutions have you tried so far? I couldn’t find anything that could help me What I want is for the projectile to follow a parabolic pattern much like this: The projectile would go towards the direction based on the When a projectile is in motion through the air, we don't consider air resistence affecting its speed, as it's such a minute force. you don’t need to do more A server-authoritative projectile system for ROBLOX. Velocity = ((MouseClickLocation - Developer Forum | Roblox How to slow down a moving projectile? Help and Feedback. Projectile is affected by gravity, and it fires the projectile towards the mouse. The original can be found here. Of course, you don’t need to use everything in every tutorial, but these will cover just about everything you need. CFrame = self. Get the Module Documenation. I found this forum post on something similar, but since the direction of the projectile is decided by the angle of the The general equation for parabolic projectile motion is: f(x) = (-gx^2)/(2v_x) + (v_y*x)/(v_x) where g is gravitational acceleration (game. currentPos). They take time to accelerate and decelerate. Greetings, I am trying to make a leap ability, where a player would leap towards the targeted position in a curve. The Module I am using for this: PredictProjectile - Calculate projectile motions easily! Community Resources Here’s some more detail on what to do if the distance is too far. Travel Time I would like the arrow to travel in the air, and not be instantaneous like a bullet. HumanoidRootPart. lastPos-projectile. This is both a simple and efficient way to simulate projectiles Make a function in the client that handles projectile movements. Here is a snippet of the firing script, script. The ball’s arc is the exact same, I would just like for it to take more time to reach the hoop. help making Hey, and thanks for reading in advance. patreon. position ( CFrame. The projectile is the child of the object firing it, which is the child of the player. lastPos local disp = cPos - lPos Hi, I’m making a grenade throwing system, but I’ve no idea about how I would start. I want to make a homing missile that can be dodgable, so I’m thinking of limiting the turn of the It’s isn’t very easy to learn and hard to control projectile. how can I calculate the exact amount of distance something will travel based on their velocity? gui110 (GUI) February 25, 2022, 12:31am #2. Velocity = ((MouseClickLocation - Player. Flexible Discover millions of assets made by the Roblox community to accelerate any creation task. right now i am doing it on the server, everything is fine technically but i just want a smoother projectile. - Too laggy I want to make a dodgeball that actually is effected by gravity and moves smoothly. GameMaster4268 (Game) February 28, 2023, 2:19pm #1. So, I need help trying to calculate projectile motion: image 663×613 12. Having a slight arc would be a bonus. Therefore, if you know time and velocity, you can find I have a working projectile however I’m not sure how I would change the orientation of it so it would shoot at the right angle depending on where the ray hit. Parent["CLICK!!!"]. And if you code it correctly, the difference of latency between the server and client can be unnoticeable. I have seen a couple methods I’ve seen but I want community feedback. I am trying to make a projectile (Energy ball) for my game. RC_R0BLOX (CFrame) would it be possible for you to record a side view of the projectile? id like to see if the downwards motion is curved or straight. Returns a Vector3 where the projectile Mar 22, 2021 · Here is what I tried out to attempt to mimic the above value, by playing around with the velocity and gravity values, increasing the velocity and decreasing the gravity using a body force: local hrp = RoPhysics is a JS library that calculates Roblox projectile physics. RPGs, Fighting Games, and pretty much anything that isn’t just an FPS game (ignore that for this post). noahrepublic (Noah) February 10, 2022, 1:11am #1. com/games/7532473490ApplyImpulse: Right now I wanna code a CFrame based projectile system. So knowing the projectile's velocity, we can measure how far it has traveled over a span of time. What is it? If you’ve ever played a game like GTA, you might have noticed that the characters don’t just start moving on a dime. Heartbeat loop to move the character and raycasting to detect how far the player is from the ground. PLEASE NOTE, I am not just begging for code, I actually want to understand but, I I’ve been working on my projectile system made from scratch and this seems to be one of the most difficult problems i can’t solve but yet seems to have a simple and easy solution and idk. requirements: Node. md at master · EgoMoose/Articles · GitHub My current code: local g = Vector3. I heard that some users make a 2D bullet tracer system, it really looks like the one from Phantom Forces, I’m not I’m working on a new project, Blox Golf, which is going to be a golfing range with different games an activities. Floor --Example. studio, scripting. Magnitude, this line will just find the displacement between the two vectors, which is the actual direction!We can just add this displacement to the new position before orientating it to look at lastPos. new(-300, 5, -100) movingPart. Position). Since it’s supposed to be an effect rather than a gameplay mechanic I am not using raycasts but I still want it to move smoothly. - First 2 issues already means it’s better to not use. Part2 local Heartbeat = ok so basically I need to move a projectile between from start to end with a curve but without using Bézier curve, only cframe like this: so far I found this video using apply impulse for the curve it is close to my answer but all I need is doing it with only cframe any help would be appreciated. 5 * g * t ^ 2 + v * t + initialPosition end local function raycastAlongQuadraticPath(g, v, initialPosition, endTime, raycastParams) local segments = So, there would be no need for the server to also be simulating the projectile’s motion in real time. I thought of maybe using a CFrame based projectile system, but I wasn’t sure how to handle the ball Add this condition to the function in the same script that responds to th event and creates the projectile. in my system i set it so that the trajectory of the projectile updates every 1/30th of a second, so essentially its making 30 calculations every second. Developer Forum | Roblox Projectile path for throwing objects? Help and Feedback. com/SuphiDonate: https://www. The whole code: local function Project(Force: Vector3, Origin: Vector3, Goal: Vector3) local Points = {} for Time = 0, 1, . zasamiels (zasamiels) June 8, 2024, 7:38pm #1. Let’s say you have a sniper rifle, something with a very high-speed projectile. For example if you had a fast moving object that changed direction suddenly into the path of the projectile before it was expected then it’d miss the object. As a somewhat active member of the Scripting Helpers discord one of the most common questions I see is how to have a projectile t fixed the bug, but the beam is only straight? local curve0, curve1, cf1, cf2 = beamProjectile(Vector3. Activate. currentPos, projectile. As a somewhat This is a class for simulating projectile motion, designed to be utilized within the Roblox engine. A example of a zig zag projectile is in the game “Ro-Wizard” or “Magic Training”. In other words, even if your ping is like 100ms - 200ms, your projectile should register the hit immediately after it hits a player My current system casts bullets, effects, and anything visual on the client while all the I am wondering what the latest recommended methods are in handling an arrow projectile, such as firing an arrow from a bow. I am not sure how to go about scripting it, so I’d appreciate advice. With raycasting you can do a lot of things such as making rays to determine the projectile trajectory, what it hits, etc, more than simple roblox physics. The projectile will always be traveling just as smooth as their own game is Discover millions of assets made by the Roblox community to accelerate any creation task. Create a LocalScript and place it in StarterPlayerScripts. new(4, 4, 4) movingPart. I’ve tried touched, ofc it didnt work, tried gettouchingparts but I Since the projectile is using roblox’s native physics, assuming you’re using a vector force or similar, Roblox will handle the interpolation and similar stuff for you. i have no issues making this, but the problem is when the porjectile hits something. The reccomended level of Using basic knowledge of physics and simple calculus we can derive the basic equation of motion that a projectile will take. All help is appreciated, Thanks! a module to create 2 dimensional gui projectiles on roblox - GitHub - jaipack17/2D-Projectile-Module: a module to create 2 dimensional gui projectiles on roblox. At any time t {\displaystyle t} , the projectile's horizontal and vertical displacement are: (0, -196. The blue colored ball is anchored. My current method of moving a projectile and factoring in gravity is: self. Here So what I’m trying to do is make a basketball shot like in hoops demo. Linear Motion and Physical Forces. We know that the derivative of position with respect to time is velocity and that the derivative of Oct 23, 2021 · shooterVelocity is the velocity your shooter is moving at (in Vector3). Contribute to midknightmare666/roPhysics development by creating an account on GitHub. new(0,10,0) -- Starting position of proj } function Stepped(runTime, deltaTime) Projectile. However, something I’m not very familiar with is the math that goes into calculating it’s path on an arc based system. 1 do - Hello, I’m planning to make a ton of projectiles for my game, and I want to make sure that my foundations are sturdy before going any further. where p is the current position (as a vector value), p0 is the initial position (as a vector value), v is the velocity of the projectile (as a vector value), g is the acceleration of gravity (as a vector value), and t is the current time since the projectile was Discord: https://discord. Parent (the player’s character) as its ancestor. I’ve tried many things, sorry I can’t provide code because I’ve erased all of them. WorldPosition -- position to shoot from local t = 1 -- Time to destination local v0 = (hitPosition - x0 - 0. Developer Forum | Roblox Projectile Replication delay. touched doesnt work with Cframe, I can’t make my projectiles work. What im trying to do: I have an archer. It does not include drag due to friction with air, though. However, on other clients, I need an efficient solution for detecting if/when a projectile will collide with something (to delete the projectile). Paintertable (Paintertable) February 28, 2020, 9:08pm #1. studio, scripting, help. i want the server to tell the client that the projectile hit NEW VERSION HERE!!! : Raycast Projectile Module V2! (kinda) Hello! While trying to use other modules, I noticed that the projectile would sometimes bug out and get shaky, or cause lots of unnessesary stress to the server, so I decided to make this! It uses RaycastHitboxv4 for hit detection and heartbeat for movement so its as accurate as possible! Ive made it as I’ve seen so many big developers with their games achieved this. The target is only within range when the part under the square root is positive, i. This is So what I’m trying to do is make a basketball shot like in hoops demo. 1. I’m attempting to create an arc-of-travel visual effect for players using the Worker class in my game, which is able to lob bombs a large distance away from itself. Hitbox detections are done in the server. I already have a shot meter and a shot animation ready, I just need a way to make the ball move to the net. Gravity), and v_x and v_y are the starting velocities in the x direction and y direction, respectively. 5 * g * t ^ 2 + v * t + initialPosition end Projectile Motion; Exploring Projectile Motion Concepts; Projectile Motion: Tranquilize the Monkey; Relative Velocity: Boat Crossing a River; Forces. rockets that explode upon hitting a surface) and ApplyImpulse for projectiles with random trajectories (e. new(0,-100,0) -- gravity local x0 = attachment. Developer Forum | Roblox Zig zag projectile math. Workspace. (Video is from someone) The problem is that I can’t figure out on how to do this, I’ve tried using Beams, they only work if I look at the X axis, even when the Face Camera feature is on. I am trying to script the spinning motion of a ninja star projectile but I am having problem with one thing. I suggest that you instead of using . Help making projectile explosion with raycast. new(0, -game. new("BodyVelocity", Ball) Motion. site/ roblox roblox-lua roblox-hack synapse-x roblox-scripts roblox-script lua-executor roblox-hacks roblox-injector roblox-synapse roblox-synapse-x-free synapse-x-download synaps Greetings, I am trying to make a leap ability, where a player would leap towards the targeted position in a curve. new('Part', Visit millions of free experiences on your smartphone, tablet, computer, Xbox One, Oculus Rift, and more. Ideally, it also wouldn’t bounce What do you want to achieve? Keep it simple and clear! I want to make my fireball maintain a consistent speed when it moves, and I want to see if there’s a better way of moving projectiles. new("Part") movingPart. e. I have created a rough chart how I wish for it to go. Hey, I am currently working on a weapon system and I am using the FastCast Module. Archer must fire arrows at enemies to kill them. I’ve gotten the prediction for the bouncing part of the ball (thanks to this post: Modeling a projectile's motion) but I’m not really sure how to predict the rolling motion of the ball. BodyMovers - Not smooth and accurate but easy to use and control. 2 This is an issue for my game due to the fact that missing an attack means the difference between success and For my game, I already have everything done to properly replicate projectiles. I’ve made some code for the projectile and the curve Making a projectile curve towards target - Roblox Loading For instance, wind pushing against the projectile would likely include X and/or Z acceleration. If you remove the . This module uses 1 day ago · Using basic knowledge of physics and simple calculus we can derive the basic equation of motion that a projectile will take. This module provides more functions: Dec 11, 2024 · Only reviews from users who have used this asset are shown A modular, open-source, Proof-of-concept roblox projectile system utilizing ParticleEmitters as a graphical visualization. Please let me know if you can find the issue. Magnitude. Calculating projectile motion for that purpose is possible but a bit beyond what I remember from my physics classes, but I’m positive a formula can be recreated in Roblox for it. XurySenpai (Xury) March 8, 2021, 11:39am #1. Projectile Motion Calculation You can change the velocity/gravity with the sliders on the left, and you can drag the target point around. When I fire the projectile, the speed varies on where I’m working on a new project, Blox Golf, which is going to be a golfing range with different games an activities. (0. I just can’t ever figure out what their secret recipe is. For vertical motion, the kinematic equation, s = u + at^2 s = u + at, is perfect for one dimension. Gravity, 0), direction, I am looking to make a client-sided system, that will (somewhat) accurately predict where a projectile launched by a player will land, like seen below The difference from the above and what I want is, this system will not I’m working on a gun which fires a projectile looking towards the mouse. I am wondering if I Hello. I should note that (at least for my case) the velocity- or namely ‘Force’, is perfectly fine and works in every case I’ve tested it in. new(100,0,0) -- Initial velocity of the projectile when fired (code this yourself) Position = Vector3. It’d certainly work in place of using a bezier curve to animate the bullet’s motion, since the only downside I can think of is the unpredictability of the bullets’ path being clear, but if it’s only for Hey, I recently made a projectile system and I’ve noticed an issue. Just to help you when you’re looking at this: Projectiles don’t really “turn”. If a projectile is launched, in the server, use RemoteEvent:FireAllClients, then send arguments such as (projectile:Model, direction:Vector3,blahblah). new(0,-workspace. By holding the proper button, the player will charge up their throw and increase the distance the bomb will travel. Roblox Projectile Physics Calculations. If you’re using Roblox physics to control the motion of the So I’m currently trying to make a projectile system with a curve system and It would have a feature where it show a prediction path similar to the game named “BedWars”. The actual motion of the projectile is simple enough, (I’m using bodyVelocities and bezier curves for now) but actual hit detection for https://owncheatz. local userInputService = game:GetService("UserInputService") local runService = game:GetService("RunService") -- make a part that will move local movingPart = Instance. I couldn’t find any other topics that gave me an answer towards exactly what I am looking for. This module uses Roblox's ParticleEmitter instance to simulate a projectile moving through the air, while the damage calculations are done with a Ray. I found the following: local i = 0 local x0 = launch. This is what I have: The issue I have is that I’d like for the ball to travel through the air slower. It is almost working in its most basic viable form, but one crucial functionality it is missing is the ability to bounce off of a surface. -coolguyweir. Downloading the source from GitHub GitHub GitHub - 1Axen/Secure-Cast: A server-authoritative projectile system for ROBLOX. So, I check to see if the bullet can find hit. local Debounce = false local Connection Fireball. Given an initial velocity of a projectile v and the gravity of the space g, I can work out the angle required to hit an arbitrary point at (x, y) from the local Fireball = script. Projectile Motion Equation; Projectile Motion Example; Fire A Bullet; Bullet Hello everyone! I’d like to share my latest project: a real-time motion capture system for Roblox. Touched events for projectiles, use raycasting. I’ve been trying to work this out and it’s been giving me such a headache. replication. The speed of the projectile will always be the same when it leaves the barrel so then the mortar must angle either lower or higher to hit the player. hit. Hello I’ve used the same method when creating projectile weapons for a while now, it goes something like this:--<< Client has clicked or pressed the keybind >>-- local Origin = CFrame. So I am trying to switch to BodyForce at the minute My issue right now is that I can’t figure out how to send the projectile to the mouse position. new(0, 0, 0) -- Origin reference local Position = Vector3. 02) end Weld:Destroy() local Motion = Instance. Help is appreciated, thank you! One of the immediate concerns I may see is that extremely fast bullets have long rays, but the frame-rate Roblox is limited at will make it not perceivable by players, so it works pretty well even with extremely fast bullets. scripting. wodgedev (wodge) February 25, 2022, 12:19am #1. Position = Vector3. Position local g = Vector3. What am I talking about? Games like “Arsenal”, “BIG Paintball”, “Phantom Forces” have guns and weapons that fires immediately without any delay from the click of the mouse to the launch of the projectile (bullets, rockets, you name it). Moreover, what exactly did you do with the time function theoretically if you dilate the time then it should go slower? To do this did you The arc is a quadratic equation with 3 input vectors g gravity, v velocity, and an initial position. aTryAgainLater (SkibidiDopDop) March 24, 2022, 8:02pm #1. new(0,0,0). [image] We’re trying to solve for x here. g. also just to make sure but when you parent the ball to the workspace to be moved it is being positioned before or after that? from past experience I noticed that if the physics simulation takes place a frame or two before any bodymovers start I cannot seem to figure out the math behind calculating the trajectory of velocity. Which is better? One of the immediate concerns I may see is that extremely fast bullets have long rays, but the frame-rate So I’ve been trying to figure out how to make projectile hitboxes work. I was wondering what games like pf use to move there projectiles. Please give me a This is the damage script inside a projectile. I cannot get it to work though, I’ve tried it with BodyVelocity and BodyForce, I’ve tried it with Instance. Developer Forum | Roblox Projectile shot calculations. SkeletorAngel (SkeletorAngel) Sorry but I’m assuming you are using the CFrame movement for a projectile motion. What is the issue? Include screenshots / videos if possible! My fireball script works so far, but not exactly how I expected it to. new() and even with them already there. In this video I talk about creating a projectile system, the basics of client sided replication, custom physics, and I go over some examples in my own work. g a fireball or a basketball) and not the result I require. Thanks for the reply, but I already know how to model the motion, I just need to know an efficient way to handle collisions for possibly hundreds of projectiles at a time. My idea for the golfing portion is a camera on a golf ball, with an option to direct the ball to where you want it to shoot and a power bar of how quickly What I want to achieve is a bullet tracer system just like in Phantom Forces. Modified 4 years, 1 month ago. Friction: Pulling a Box on a Horizontal Surface; Static and Kinetic Friction on an Inclined Plane; Inclined Plane with Friction, Two Masses, and a Pulley; The Conical Pendulum; Conical Pendulum: 3D Developer Forum | Roblox How would I make an automatic cannon using projectiles? Help and Feedback. . I know your going to say :GetTouchingParts() but there’s no tutorial on that whatsoever, the only ones I’ve found are 70 line long spaghetti code. I want it to go in like a very long arc shape. Position += warning: i am not look for code just an explaination i want to make clinet side projectiles and i am using fast cast. new(0, self. When running, the character has to get up to speed, and slow themselves down. Additionally, Bezier curve calculations are essentially just fancy weighted average functions : when you pass in 0 you get your starting point, and when you pass in 1 you get your end point. I have a localscript set up that fires an event when the mouse is clicked with the tool equipped. js & npm (latest versions). Problem is the arrows fire at the direction of the enemies but too low so the arrow hits the ground. roblox. Parent. UsingPhysics then I’m trying to add mouse aiming to a simple ball projectile that’s actually a grenade. Parent would be the player’s character. t is time from starting point. This guide was originally written for scriptinghelpers. Sep 7, 2018 · Using basic knowledge of physics and simple calculus we can derive the basic equation of motion that a projectile will take. The issue however, is that I am unable to figure out the formula to get the correct curve for the sphere as I am not tweening the ball, instead I am just updating it in a loop (several reasons) Below is a video of the ball and the curve. Key Features: Real-time motion capture: seamless transfer of motion data to the character with minimal latency. I want the projectile to accelerate relative to the starting point. I don’t understand any of this math so I’m hoping you do Prototrode (Nachiyen) August 20, 2023, 5:55pm I am working on a Bow tool and I need it to shoot arrows that don’t just go straight but have gravity actually effect it Right now I have a tween solution that tweens to the end I have no idea how else to do it Ideas? A modular, open-source, Proof-of-concept roblox projectile system utilizing ParticleEmitters as a graphical visualization. Maybe the angle calculations will be useful to you. The functions file contains more detailed documentation, located in src folder. Speed & Range I would like the arrow to have a given speed, and a limited distance range, say 100 So I have been working to create bezier curve projectiles and while I’ve had some luck, I’ve been facing an issue where the projectile will not run a fixed speed along the bezier curve, often slowing down and speeding up at different points across a curve, obviously for a projectile this motion is unrealistic (e. Here’s a video of the issue local plr = game. The problem is I am very new to scripting and I have no idea how to do it. I plan on using body/constraint movers, mainly BodyVelocity for linearly moving projectiles (e. I fully plan on using ray-casting to do so as it’s a weapon based projectile that’ll do damage to the players. It provides the functionality to attach objects to the simulation, allowing these objects to follow the path of the projectile as it moves through space. I’ve tried this DevForum on modeling a projectiles motion. Nogalo (Nogalo) December 3, 2020, So I’ve been trying to figure out how to make projectile hitboxes work. Part1 local Part2 = workspace. This is I am attempting to make a flare like projectile that runs on the client. Gravity,0) -- You can add gravity or even wind depending on your needs Velocity = Vector3. Character. Developer Forum | Roblox Change FastCast's projectile acceleration to achieve parabolic trajectory. My idea for the golfing portion is a camera on a golf ball, with an option to direct the ball to where you want it to shoot and a power bar of how quickly Hello! I have been searching for a solution on how to make a fast and instant hit-detection system for projectiles no matter how high your ping / latency is. nicemike40 (nicemike40) January 1, 2022, 9:30am #3. So when the client tries to fire a Projectile it sends a signal to the server, the server processes it and fires a remote to all clients, im Currently using SimpleCast, it does replicate the projectile aross all clients, but from other clients perspective they see the projectile stuck at it’s origin: Image (1 is the client who threw the projectile, it looks correct, but for other clients (2 What I want to achieve is a bullet tracer system just like in Phantom Forces. Ordinarily, the firing point that the trajectory simulation uses is calculated based on your mouse’s screen position, but since people can move relatively quickly, I’m attempting to create a sort of pseudo-aim-assist that hijacks your sent Since . I’d like to model the motion of a basketball like EgoMoose does in this tutorial. It’s actually 200m/s. Thank you – Example below. scripting, calculator. Here, s is speed, u is the initial speed, a is the acceleration due to gravity (196. I have a point A and a point B in workspace and I need a ball to be projected from point A to point B Any help would be appreciated 🙂 Developer Forum | Roblox How can I make this projectile motion. Viewed 2k times 2 . Players. My base code for the trajectory of the ball was from this post: yes i clickbait but the vid is REALlearn abt physics and kinematicsResources:FastCast - https://etithespir. Position - x0 - 0. Parent tool. 8m/s Speed at which the projectile is launched: 200m/s –Ignore the 230m/s. it/FastCastAPIDocs/Physics by Professor Dave - htt The projectile should never be used for hit detection. Some of my projectiles are affected by a gravity factor, so I cannot just use a single raycast to detect when a projectile will hit something. I need the to calculate the angle which I must fire the arrow. new(0, 0, 0) -- Position reference (The mouse's position or wherever you want the projectile to end) --<< Projecitle creation >>-- You can map this out using the projectile motion formula: p = p0 + vt - gt²/2. 5*g*t*t)/t This is the third post in a series about different vital parts about games revolving around combat and how to make them. One of the classes in the Fat Princess clone I’m making has the ability to fire a bow. I mean projectile goes to mouse point but not Moving objects are objects that move on one or more axes within the 3D space. You will also do in the server, for the sake of hitbox. FastCast is the module I use (although I usually modify it to my liking) and instead of a physics based projectile it instead CFrames a part every frame to give the illusion that the projectile is going to register the hit. also just to make sure but when you parent the ball to the workspace to be moved it is being positioned before or after that? from past experience I noticed that if the physics simulation takes place a frame or two before any bodymovers start Hey everyone, I’m trying to model the trajectory of a ball (sphere) with beams. Parent local hum = char:WaitForChild("Humanoid") local humRP = char:WaitForChild("HumanoidRootPart") local I’m currently making homing projectiles with the use of CFrames, because I want to avoid using Roblox Physics objects. RunService - Requires a lot of resource which will make game lag if there a lot of projectiles. 5*g*t*t)/t I believe you will need to combine projectile motion equation with for collision detection. Client cast vs Raycast hitbox. - amandania/Projectile Only reviews from users who have used this asset are shown Some details: Gravity 9. I saw this post by Modeling a projectile's motion Community Tutorials. However, it does not accurately display the path taken. Gravity, 0) local v0 = (enemy. When it actually spins so does its face and therefore the hit detection gets --g gravity, v velocity, t time, p initial position local function projectileMotionEquation(g, v, initialPosition, t) --See Ego Mooses tutorial on integrating projectile motion equation return 0. A community for Roblox, the free game building platform. Many game engines have this feature commonly known as Root Motion. The projectiles motion is in world space. I hope this module helps all the Bezier Curve Projectile - Community Resources - Developer Forum | Roblox Loading Hi I’m looking to create a projectile similar to the one shown below however utilising trails as opposed to particles – I’m unsure how I could create the circular motion as it travels; would this use Bezier Curves? I’ve attempted just simply rotating attachments in a 360 motion however had no such luck. Here's what it looks like. Activated:Connect(function() local projectile = script. kittyPGR (KittyPlays) December 8, 2022, Developer Forum | Roblox Help with Calculating Projectile Motion. Linear motion is movement along an axis. This is my code: if otherPart. We know that the derivative of position with respect to time is velocity and that the derivative of velocity with respect to time is acceleration. local cPos, lPos = projectile. 5 * g * t ^ 2 + v * t + initialPosition end local function Now initially, I have much experience with projectiles, raycasted, cframed, lerped, and even using body velocities, but I was wondering if there was a way to create a projectile method other than BV’s that would allow a trail to move freely as it does “naturally”(Meaning how it would move if you were to move a part with a trail in studio) over being CFramed or when it How to make a smooth projectile in roblox? Ask Question Asked 5 years, 4 months ago. – What this all does is create a projectile based on the information the client that originally fired a projectile gave and does this for all other clients. I want it to spin, and I can do that with tween or animation but in both cases it ACTUALLY spins and the way hit detection works is to send shapecast towards ninja star’s face. This behavior does not occur within roblox studio. Handle. 2, 0) -- Roblox gravity local timeStep = Hi, and thanks for reading in advance. Size = Vector3. Handle local plr = gam help making projectile face mouse. Anchored = true Developer Forum | Roblox Projectile physics collisions. Unit*100) Why is the described behavior happening and how can I make it never happen? Hey everyone, I recently ran into an issue that seems to be caused by a roblox update that has been causing my projectiles to randomly strike below their target when playing the game on a live server. Upon releasing, the bomb will automatically assume It contains Roblox Lua code that you can directly use. This movement feels weighted and it You can write your topic however you want, but you need to answer these questions: What do you want to achieve? Keep it simple and clear! I am attempting to make a cannon that follows an arc using the quadratic equation What is the issue? Include screenshots / videos if possible! The current height prints out 240ish at t-0 instead of 0. - 1Axen/Secure-Cast. Here’s the code I am using: local fire = nil local flare = Instance. I I’ve tailored around with Tweening and Raycasting in the past - The issue I encountered with this is accounting for object, Players etc. For example, when a block has linear Discover millions of assets made by the Roblox community to accelerate any creation task. I have been looking over coding examples from other developers on the forum from the past, and I came across this example by @Oseday: local Part1 = workspace. This module can return the position of a point at any interval t, where 0 ≤ t ≤ 1, and is able to return the derivative of the Bezier Curve at any interval t, where 0 ≤ t ≤ 1. The projectile moves using BodyMovers at high speed, and I need it to be able to hit a surface and bounce back off it without losing momentum at a realistic angle. Each client is already handling their own projectile collisions with raycasts, but I would assume that Projectile Motion. local Motion = Instance. Nogalo (Nogalo) December 3, 2020, 7:31am #1. I have tried using this Devforum post (Modeling a projectile's motion) made by @EgoMoose. Using the built-in power of Roblox's simulation engine, you can make objects move and interact with their Dec 11, 2024 · Discover millions of assets made by the Roblox community to accelerate any creation task. Thus, the reverse is also true, the integral of acceleration with respect to time is velocity and the integral of velocity with This code was largely put together using projectile motion code from an old Roblox tool (slingshot There are alternatives, such as FastCast which you should use if you don’t need to physically model the bullet, but just compute it’s trajectory. Name == "Bouncer" then local move = Instance. Scripting Support. Also, the character should be able to move where they’re looking in You can write your topic however you want, but you need to answer these questions: What do you want to achieve? I am using a remote event and making a beam that creates projectile motion when the player aims. This function should work:--g gravity, v velocity, t time, p initial position local function projectileMotionEquation(g, v, initialPosition, t) --See Ego Mooses tutorial on integrating projectile motion equation return 0. Since velocity is split into 2 components, if velocity changes or is applied horizontally, that horizonal velocity or force does not affect the vertical force or velocity, and vice versa. jdobcy pukiqp sskee iuwebb hbkp pzehmj cyjp fufgk esjpvn gsxx