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iMylo
#184954806Tuesday, March 08, 2016 12:12 AM GMT

Okay, so I have a gun (Using TurboFusion's gun pack since I can't script for crap) and I want to to shoot explosive ammo. I have Explosive set to true, but in game the explosion works, but it only deals a tiny but of damage. I changed the bullet damage to 100 hoping it would work, but since its an explosion instead of a bullet, it doesn't work. Here is the code that looks to control the explosions, please help me out. ExplosionRadius = 20; --This is the radius of the explosion when the bullet hits a target. (If Explosive is true) ExplosionPressure = 5e5; --This is the pressure of the explosion when the bullet hits the target ExplosionType = Enum.ExplosionType.NoCraters; --This is the type of explosion --[[ (0 or "NoCraters" or Enum.ExplosionType.NoCraters) means that the explosion will not damage terrain (1 or "Craters" or Enum.ExplosionType.Craters) means that the explosion will leave craters in terrain (2 or "CratersAndDebris" or Enum.ExplosionType.CratersAndDebris) means that the explosion will leave craters and debris in terrain --]] ExplosionSound = "rbxassetid://138499093"; --This is what the sound of the explosion will be ExplosionSoundPitch = 1; --This is what the pitch of the explosion sound will be ExplosionSoundVolume = 1; --This is what the volume of the explosion sound will be RayCastExplosions = false; --[[This is whether or not explosions will have raycasting. If this is true, humanoids behind walls won't be damaged. If this is false, any humanoid within the radius will be damaged. (NOTE: RangeBasedDamage has to be true in order for explosions to have raycasting)]] RangeBasedDamage = true; --[[This is whether or not will depend on how far the object is from the center of the explosion. If this is true, the farther a humanoid is from the blast center, the less damage it'll take. If this is false, any object within the explosion's radius will have its joints broken]]
AxonMega
#184956755Tuesday, March 08, 2016 12:40 AM GMT

Are you sure this is all of the code for the gun? In the code I can't see where anything about the explosion is defined.
iMylo
#184957004Tuesday, March 08, 2016 12:43 AM GMT

Thats just the portion that has the explosion settings. There is a ton more code. here is the whole thing, have fun reading it lol local Settings = { --These are the settings, change them however you like GunName = "Revolver"; --This is the name that will be displayed on the Tool Description = "A revolver"; --This will be the text that is displayed above the tool when the mouse is hovering over it GunType = { --[[These are the 5 gun types you can have. Set whichever ones you want to true. (NOTE: Semi and Auto can't both be true, and Burst and Auto can't both be true)]] Semi = true; --Set this true if you want the gun to be semi-automatic. (Pistols, Snipers, etc) Auto = false; --Set this true if you want the gun to be fully automatic. (Assault Rifles, Submachine guns, machine guns, etc) Burst = false; --Set this true if you want the gun to be burst fire. (Battle rifles, assault rifles, etc) Shot = false; --Set this true if you want the gun to be a shotgun. (NOTE: Shot and auto can both be true) Explosive = true; --Set this true if you want the projectiles to be explosive. (Rocket launchers, grenade launchers, etc) }; BurstAmount = 3; --This is how many bullets will be fired in one burst (if Burst is true) BurstTime = 0.2; --This is how long it takes for a burst to complete BurstWait = .7; --This is how much time you have to wait before you can fire another burst ShotAmount = 5; --This is how many bullets will be fired in one shot (if Shot is true) ExplosionRadius = 20; --This is the radius of the explosion when the bullet hits a target. (If Explosive is true) ExplosionPressure = 5e5; --This is the pressure of the explosion when the bullet hits the target ExplosionType = Enum.ExplosionType.NoCraters; --This is the type of explosion --[[ (0 or "NoCraters" or Enum.ExplosionType.NoCraters) means that the explosion will not damage terrain (1 or "Craters" or Enum.ExplosionType.Craters) means that the explosion will leave craters in terrain (2 or "CratersAndDebris" or Enum.ExplosionType.CratersAndDebris) means that the explosion will leave craters and debris in terrain --]] ExplosionSound = "rbxassetid://138499093"; --This is what the sound of the explosion will be ExplosionSoundPitch = 1; --This is what the pitch of the explosion sound will be ExplosionSoundVolume = 1; --This is what the volume of the explosion sound will be RayCastExplosions = false; --[[This is whether or not explosions will have raycasting. If this is true, humanoids behind walls won't be damaged. If this is false, any humanoid within the radius will be damaged. (NOTE: RangeBasedDamage has to be true in order for explosions to have raycasting)]] RangeBasedDamage = true; --[[This is whether or not will depend on how far the object is from the center of the explosion. If this is true, the farther a humanoid is from the blast center, the less damage it'll take. If this is false, any object within the explosion's radius will have its joints broken]] FakeArmTransparency = 0.4; --This is the transparency of the fake arms FakeArmRealBodyColor = true; --This is whether or not the color of the fake arm will be the color of the player's real arms FakeArmColor = BrickColor.new("Pastel brown"); --This is what the color of the fake arms will be if FakeArmRealBodyColor is false ArmC1_UnAimed = { --This table contains the CFrames of the arms when the gun is not aimed Left = CFrame.new(0.1, 1.5, -0.3) * CFrame.Angles(0, 0, math.rad(-50)); --This is the cframe of the left arm Right = CFrame.new(0.4, 0.25, -0.3) * CFrame.Angles(0, 0, math.rad(25)); --This is the cframe of the right arm }; ArmC1_Aimed = { --This table contains the CFrames of the arms when the gun is aimed Left = CFrame.new(-0.1, 1.2, 0.1) * CFrame.Angles(0, 0, math.rad(-35)); --This is the cframe of the left arm Right = CFrame.new(0.3, 0.707, -0.01) * CFrame.Angles(0, 0, math.rad(50)); --This is the cframe of the right arm }; PlayerAnimations = true; --This is whether or not the player will have custom animations AimAnimation = true; --This is whether or not there is an animation for aiming down the sights ReloadAnimation = true; --This is whether or not there is an animation for reloading StanceAnimation = true; --This is whether or not there is an animation for changing stance AimSpeed = 0.15; --This is how long the gun will take to fully aim down the sights MaxZoom = 40; --This is the FOV that the Camera will have when the gun is fully aimed down HoldMouseOrKeyToADS = true; --This is whether or not you have to hold the right mouse or the ADS key to ADS FireRate = 25; --This is how many bullets per minute the gun will fire BulletRange = 1000; --This is how far the bullet will travel before it is no longer effective InstantHit = false; --[[This is whether or not the bullet will hit a target instantly. If it is false, the bullet will travel at a specific speed till it hits a target]] BulletVelocity = 2400; --This is how fast the bullet will travel in studs per second Damage = 100; --This is the base damage. That means that this is the least amount of damage that will be inflicted Multipliers = { --[[These are the damage multipliers. There's a spread of +0.1. That means that if the multiplier is 1, the actual multiplier will range from 1 - 1.1]] Chest = 1; --This is what the damage will be multiplied by if the bullet hits the chest Head = 1.5; --This is what the damage will be multiplied by if the bullet hits the head or a hat Limbs = 1; --This is what the damage will be multiplied by if the bullet hits a limb (Arms or legs) }; AllowFriendlyFire = true; --This is whether or not you can damage teammates CanDamageNPCs = true; --This is whether or not you can damage NPC's (Zombies, fake players, anything with a humanoid) RotateWhileSitting = false; --This is whether or not your player will rotate when you are sitting down CanKnife = true; --This is whether or not you can knife KnifeMeshId = "http://www.roblox.com/asset/?id=121944778"; --This is the Mesh of the knife KnifeTextureId = "http://www.roblox.com/asset/?id=121944805"; --This is the Texture of the knife KnifeCooldown = 0.5; --This is how long you have to wait before you can knife again BulletColor = BrickColor.new("Bright yellow"); --This is the color of the bullet BulletTransparency = 0; --This is the transparency of the bullet BulletSize = Vector3.new(0.2, 0.2, 4); --This is the actual size of the bullet BulletMeshSize = Vector3.new(0.5, 0.5, 1); --This is the mesh size of the bullet. --BulletSize * BulletMeshSize = How big the bullet looks BulletTrail = true; --This is whether or not there will be a trail behind the bullet TrailColor = BrickColor.new("Black"); --This is the color of the bullet trail TrailTransparency = 0.6; --This is the transparency of the trail TrailThickness = 0.2; --This is the thickness of the trail TrailVisibleTime = 0.5; --This is how long the trail will be visible for TrailDisappearTime = 0.5; --This is how long it will take for the trail to disappear BulletHoles = true; --This is whether or not bullet holes will appear where you shot BulletHoleTexture = "http://www.roblox.com/asset/?id=64291961"; --This is the texture of the bullet hole BulletHoleSize = 0.5; --This is how big the bullet hole will be in studs BulletHoleVisibleTime = 3; --This is how long the bullet hole will be visible for BulletHoleDisappearTime = 1; --This is how long it will take for the bullet hole to disappear Shockwaves = true; --This is whether or not a shockwave will appear where you shot. (A sphere that appears when the bullet hits) ShockwaveRadius = 0.3; --This is the radius of the shockwave. (If the gun type is explosion, this radius will be the blast radius) ShockwaveColor = BrickColor.new("Light stone grey"); --This is the color of the shockwave ShockwaveDuration = 0.2; --This is how long the shockwave will take to disappear Penetration = 2; --[[This is how many studs a bullet can penetrate into a wall. So if penetration is 2 and the wall is 3 studs thick, the bullet won't come out the other side]] BulletDropPerSecond = 0; --This is the bullet's acceleration downward per second (196.2 is normal roblox gravity) Recoil = { Aimed = 3; --This is the recoil the gun will have when the gun is aimed down Hipfire = 2.5; --This is the recoil the gun will have when the gun is fired from the hip }; Spread = { --[[This spread values are how many degrees offset / 20 the bullets from the center the bullets will travel. So a spread of 20 would mean that the bullet's max spread in any direction is 1 degree from the center]] Aimed = 0; --This is the spread when the gun is aimed down. it isn't affected by the multiplier. Hipfire = 20; --This is the base spread when the gun is fired from the hip Max = 40; --This is the highest the spread can be when fired Multiplier = 1.1; --This is how much the spread will be multiplied by when fired. It only affects the Hipfire spread Walking = 30; --This is the spread while walking. It isn't affected by the multiplier }; ReloadTime = 2.5; --This is how long it takes to reload the gun AutoReload = true; --This is whether or not the gun will reload automatically when the ammo reaches 0 SprintTime = 7; --This is the maximum time you can sprint StaminaCoolTime = 4; --This is how long it takes for your stamina to fully recharge DolphinDive = true; --This is whether or not you can dolphin dive (Run and crouch at the same time to dive) DiveRechargeTime = 1; --This is how long you have to wait till you can dive or run again after you've dived CanChangeStance = true; --This is whether or not you can change stance. That means whether or not you can crouch or go prone StanceChangeSpeed = 0.25; --This is how quickly you change stance StandOnDeselect = true; --This is whether or not you stand up when you deselect the tool BaseWalkSpeed = 20; --This is the base walkspeed SprintSpeed = 35; --This is the walkspeed when you're sprinting AimedWalkSpeed = 10; --[[This is the base walkspeed when the gun is aimed down. If you crouch or go prone, the speed will change based on the AimedWalkSpeed to BaseWalkSpeed ratio]] CrouchWalkSpeed = 7; --This is the walkspeed when you're crouched ProneWalkSpeed = 4; --This is the walkspeed when you're prone --NOTE: For extra keys, go here: http://wiki.roblox.com/index.php?title=Taking_keyboard_input LowerStanceKey = "c"; --This is the key you press to lower your stance (Stand > Crouch > Prone) RaiseStanceKey = "x"; --This is the key you press to raise your stance (Prone > Crouch > Stand) ReloadKey = "r"; --This is the key you press to reload SprintKey = string.char(48); --This is the key you press to sprint KnifeKey = "f"; --This is the key you press to knife ADSKey = "q"; --This is the key you press to ADS. If you want ADS to just be right mouse, then make this key "" } return Settings
iMylo
#184960836Tuesday, March 08, 2016 1:38 AM GMT

bump
kaddad14
#184961938Tuesday, March 08, 2016 1:55 AM GMT

Hmmm, if your gun model has a part named bullet or idk any part that is what get shot out then you could try making a script and adding a explosion into that part. If it does tell me and I will help with that script.
iMylo
#184962139Tuesday, March 08, 2016 1:58 AM GMT

The explosion already happens, but its just the damage that is off.
kaddad14
#185026690Wednesday, March 09, 2016 5:57 AM GMT

Oh, the damage isn't off, the destroy jointradius must not be declared. Wherever the explosion is created and isnerted (using Instance.new) change its properties. Like this-- NAME OF INSTANCE.NEW.BlastPressure=5 NAME OF INSTANCE.NEW.BlastRadius=100 NAME OF INSTANCE.NEW.DestroyJointRadiusPercent=1

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