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Added a ton of stuff, working on a map. You can now damage other players the damage has multiplies depending on what is hit, but damage will be reduced until full game release. |
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DivlishJoin Date: 2013-01-22 Post Count: 5643 |
I just saw blue
wizard of GC&D|( ͡° ͜ʖ ͡°) |
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FPSPwnz0rJoin Date: 2011-06-27 Post Count: 2737 |
you could compete with kinetic code :D
smoother animations would be cool though
4.5/5
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This isn't yours:
https://www.roblox.com/games/253550814/New-FPS-Framework
...also, that framework doesn't replicate. Have you ever even tried that with other people? |
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(This is on a different post,) I posted saying that I was using a different fps (for base animations and code) but was remaking it and recoding it into a full game. Which I've been doing so far with the ray casting hit detection etc.. |
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Also i'll be making it replicate (make a blank model for visuals.) |
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codboy22Join Date: 2012-05-05 Post Count: 598 |
@lua
how did you get damage working?
im using this as a way to learn a little bit better |
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Well its simply raycasting, I generate the visible hits on the end of the ray. To deal damage I detect the hit, if it has a humanoid (or if its a hat etc.) then I can damage it that way. |
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Its meant to be on the lower end on quality since its a remake of a old game, so I'm going to purposely date things. |
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codboy22Join Date: 2012-05-05 Post Count: 598 |
well since were both using the same old ass engine, raycasting lines = GunGlobalizer? |
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