Roblox projectile motion. ) Is this also … Let me explain what I did.
Roblox projectile motion This is what I have for my code so far: local BallSimulation = {} BallSimulation. The reccomended level of I’ve been looking for this for a while now and I still do not know how to do this, I have looked everywhere but I do not understand how I should do it, I could not find anything regarding this matter on the dev forum and I feel defeated. 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 Since . I have made a basic projectile based on egomooses projectile tutorial and I am wondering how would I slow down the projectile? Sorry but I’m assuming you are using the CFrame Right now I wanna code a CFrame based projectile system. veraxAltruism (gravity) August 2, 2023, 3:56pm #21. Problem is that I 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. This is the script: local CacheProjectiles Make a function in the client that handles projectile movements. Do UserInputService:GetMouseLocation() and convert it into a Vector3 direction using Camera:ViewportPointToRay() or something along the lines of that. I have this idea for my friend’s game, that has similar projectiles to the Fire Flower found in Super Mario Series, but I don’t know where to I want to move my projectile to the mouse pos, I’m not sure what to use to move the projectile. I want the projectile to accelerate relative to the starting point. js & npm (latest versions). If I was to Hello. Using basic knowledge of physics and simple calculus we can derive the basic equation of motion that a projectile will take. new('Part', 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. (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. 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. Parent local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = This is a class for simulating projectile motion, designed to be utilized within the Roblox engine. 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 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. wodgedev (wodge) February 25, 2022, 12:19am #1. 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. 5*g*t*t)/t Add this condition to the function in the same script that responds to th event and creates the projectile. gyazo. Help and Feedback. Projectile Projections. CFrame = self. 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. But, I couldn’t figure out how to change the beam according to the mouse’s position. What I want to achieve is the ability for a shot to be a “2-part” shot, where the ball hits the backboard and it then goes into the rim. new(0, 0, 0) -- Origin reference local Position = Vector3. 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. projectile testing. My current method of moving a projectile and factoring in gravity is: self. My issue arises in the Project function. A realistic golf ball motion. 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. By holding the proper button, the player will charge up their throw and increase the distance the bomb will travel. We know that the derivative of position with PredictProjectile is a module that is very simple to use, and its API is relatively easy to understand. 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. If you want to make the 3D Vector I’m trying to make a projectile that does this: https://i. Read this three times already. I’m working on a new project, Blox Golf, which is going to be a golfing range with different games an activities. You can search online for more info. Part2 local Heartbeat = Hi I’m trying to figure out how to predict the motion of a regular ball part. Projectile is affected by gravity, and it fires the projectile towards the mouse. 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. - Too laggy Making a projectile curve towards target - Roblox Loading The past two days I have been studying the physics of projectile motion; for the sake of learning and applications in game development. WorldPosition -- position to shoot from local t = 1 -- Time to destination local v0 = (hitPosition - x0 - 0. I have created a rough chart how I wish for it to go. Im not sure if its possible but if it isnt i could just use raycasts local Player = game. lastPos local disp = cPos - lPos Discord: https://discord. 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. If I go off of where the character is aiming on the server, the projectile will appear at where the player used to be aiming for the player and it’ll also look weird to other players If I let the client Hi! How I can make something fall slower without scripting? (2/2) I trying to do something to like in this article to know how much to rotate the barrel so that the projectile to hit the player. touched doesnt work with Cframe, I can’t make my projectiles work. 5 * g * t ^ 2 + v * t + initialPosition end Hello everyone. g a fireball or a basketball) and not the result I require. This is my code: if otherPart. Basically I have a basketball shooting system, which I have working fine with the basics of getting the ball to go in the rim when a shot should be successful, which is very simple physics/calculus. You will also do in the server, for the sake of hitbox. The method I know is rather strange?: Change the projectile’s 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 made this desmos a while ago that does some of these calculations: Projectile Motion Calculation You can change the velocity/gravity with the sliders on the left, and you can drag the target point around. If you raycast backwards from the tip of the bullet 5 studs (to be safe) then if the bullet passes through an I want to know what is the best way to shoot a projectile. I heard that some users make a 2D bullet tracer system, it really looks like the one from Phantom Forces, I’m not A example of a zig zag projectile is in the game “Ro-Wizard” or “Magic Training”. Developer Forum | Roblox Zig zag projectile math. 5*g*t*t)/t 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. I have a localscript set up that fires an event when the mouse is clicked with the tool equipped. ) Is this also Let me explain what I did. I plan on using body/constraint movers, mainly BodyVelocity for linearly moving projectiles (e. I cannot get it to work though, I’ve tried it with BodyVelocity and BodyForce, I’ve tried it with Instance. The movement of the part is the same as a projectile motion. Projectile motion is a form of motion experienced by an object or particle (a projectile) that is projected near Earth's surface and moves along a curved path under the action of gravity only (in particular, the effects of 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”. I was wondering what games like pf use to move there projectiles. I’ve tried touched, ofc it didnt work, tried gettouchingparts but I What do you want to achieve? A projectile that auto tracks a chosen target on client side only What is the issue? The projectile is moving to the direction where the target was when I shooted it What solutions have you tried so far? I tried using Rocket Propulsion and LineForce but both ended with same result of the arrow floating in the air This is what I tried at So i want my projectile to have a range and i thought of using math. I am not sure how to go about scripting it, so I’d appreciate advice. RunService - Requires a lot of resource which will make game lag if there a lot of projectiles. Part1 local Part2 = workspace. rockets that explode upon hitting a surface) and ApplyImpulse for projectiles with random trajectories (e. The ball’s arc is the exact same, I would just like for it to take more time to reach the hoop. g. The original can be found here. Thus, the reverse is also true, the integral of acceleration with respect 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. Hello, today I had nothing to do, so I decided to try and make a gun. So instead of going straight with an arc (because the projectile has gravity), doing more advanced such as: formula: So i was wondering if i can make a projectile that follows the above formula like trajectory. 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. 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. Say it travels 4 studs/increment. ) I’m looking into projectile management on a large scale - I’ve watched a fair few tutorials on both YouTube and DevForum but all seem to be using . Maybe the angle calculations will be useful to you. 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. I am using a modified version of the displacement formula to simulate projectile physics. Changing its 'gravity scale' property will affect the flight time. When I fire the projectile, the speed varies on where I am working on a throwable grenade for a fighting game I am working on, and I was curious how I could make my projectile more accurate. I have the mass, direction, speed and position of my projectile. Let's start with how: Gravity: For starters, we'll dive into how objects "fall" due to gravity. CFrame - Vector3. Prerequisites / Features Good performance Synced Server-Client simulation Multi-threading / Parallel LuaU support Lag compensated hitboxes on the server Bullet drop, This is the third post in a series about different vital parts about games revolving around combat and how to make them. credit:https://devforum. Introduction There aren’t a lot of sources out there on creating proper server authoritative combat, I aim to address this and help roblox developers with creating more secure games. 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 local Projectile = { Acceleration = Vector3. Touched events for projectiles, use raycasting. If you want it to only be the displacement, then remove the projectile_origin from each equation. The projectile will always be traveling just as smooth as their own game is It’s isn’t very easy to learn and hard to control projectile. Roblox Projectile Physics Calculations. I looked at a lot of topic already about projectile motion but i can’t quite found how i could do it since a lot of people use bezier curve which require tweening in a lot of exemple. I cast a ray for each frame of motion to detect collisions. tl;dr: [image] Where v is the launch velocity, g is gravity, and (x_0, y_0) is the target. hit. new("BodyVelocity", newProjectile) I am wondering what the latest recommended methods are in handling an arrow projectile, such as firing an arrow from a bow. RPGs, Fighting Games, and pretty much anything that isn’t just an FPS game (ignore that for this post). I cannot seem to figure out the math behind calculating the trajectory of velocity. - Cleary not what I need. This community is unofficial and is not endorsed, monitored, or run by Roblox staff. and other countries. Players. Here’s a video of the issue local plr = game. This code was largely put together using projectile motion code from an old Roblox tool (slingshot Some games raycast in the client and when the raycast hit something, send the hitinfo to the server and do checks in the server (Like how many ammo they have and if HitPlayer isnt behind a wall and is in line of sight). 100% 0. new(100,0,0) -- Initial velocity of the projectile when fired (code this yourself) Position = Vector3. - 1Axen/Secure-Cast. But could someone explain how I would do this? I believe you will need to combine projectile motion equation with for collision detection. 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. Here’s an example of using it: The use of the module is relatively self-explanatory. I am wondering if I 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. 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. Thank you – Example below. Projectile. I want it to go in like a very long arc shape. I’ve heard people I’m working on a gun which fires a projectile looking towards the mouse. 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. I’m familiar with RayCasting and I’ve managed to launch projectiles but I still can’t find an efficient way to get the motion I want (without messing up the end position too), any support will be helpful. 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. standard equation for projectile motion taken from wikipedia. Any help would be greatly appreciated. I found this forum post on something similar, but since the direction of the projectile is decided by the angle of the In both cases, with the linear projectile and the one that curves due to gravity, a script can instantly calculate where that projectile will be at a certain point in time, if it knows the projectile’s properties. 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. It’s velocity, it’s distance from the origin, it’s speed, etc. lastPos-projectile. My current code is from this post: Articles/Modeling a Projectile's Motion. position ( CFrame. Speed & Range I would like the arrow to have a given speed, and a limited distance range, say 100 Hello So I’m looking to do something like this to help players aim their projectiles I was reading over Egomoose’s tutorial, and realized its contingent on me knowing where the projectile will end up. A much simpler solution that the much more optimized solution in that thread is just to use a beam with a limited max So i was wondering how i can create advanced trajectories for projectiles. A server-authoritative projectile system for ROBLOX. Magnitude. new() and even with them already there. It’s a little hacky and I couldn’t figure out how to make it nicer while still being efficient (if anyone can make it better, please do so and post it here). Then, having a step-by-step solution I wrote a code and it worked! That's all. I thought of maybe using a CFrame based projectile system, but I wasn’t sure how to handle the ball Hey, I recently made a projectile system and I’ve noticed an issue. I know I can’t use tweening for this but that’s as far as i got Thanks for your time Hello, recently I’ve wanted to make a basic projectile, I want the projectile to behave almost exactly like the official ROBLOX rocket launcher. Here is a snippet of the firing script, script. projectile test. To make a An actual, accurate projectile ballistic trajectory calculator. For example: Known Variables: -- Speed is constant and Gravity Does Not Apply local ProjectileSpeed = 200 local TargetPart 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. patreon. 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. Please let me know if you can find the issue. Of course, you don’t need to use everything in every tutorial, but these will cover just about everything you need. Name == "Bouncer" then local move = Instance. This is what I have: The issue I have is that I’d like for the ball to travel through the air slower. When it actually spins so does its face and therefore the hit detection gets 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. RC_R0BLOX (CFrame) January 5, 2024, 4:55am #3. So I’ve been trying to figure out how to make projectile hitboxes work. 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 I’m currently making homing projectiles with the use of CFrames, because I want to avoid using Roblox Physics objects. SkeletorAngel (SkeletorAngel) October 6, 2020, 10:27pm #1. new(0,-workspace. I Greetings, I am trying to make a leap ability, where a player would leap towards the targeted position in a curve. Having a slight arc would be a bonus. Like in the Image above, the black line . 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. RC_R0BLOX (CFrame) If you want a sinusoidal motion, then that makes sense, but for random it is strange. Dry's Projectile System. I want to make a homing missile that can be dodgable, so I’m thinking of limiting the turn of the The projectile would come from a user and should be replicated to all other players. Contribute to midknightmare666/roPhysics development by creating an account on GitHub. The projectiles motion is in world space. If it is going up, its face will be rotated towards air and it will rotate towards ground when it starts to fall down. UsingPhysics then In this video we're going to manipulate object CFrames to create a projectile system that can be adapted in any way you like. Scales easily with Roblox's graphic settings. LocalPlayer local char = script. requirements: Node. 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. CFrame, BodyVelocity, etc. The issue is that if there is ANY replication lag, the aim will be totally off. Hitbox detections are done in the server. Prototrode I’m trying to model the trajectory of a projectile for X seconds ahead using a beam. t is time from starting point. For your instance, you want to send a Fireball upon clicking a Button The thing here, is that it depends what “Button” specifically we’re looking at here (ClickDetector, GuiButton, etc). However it just comes down to simulating like 5 seconds worth of the projectile in a single Developer Forum | Roblox How to slow down a moving projectile? Help and Feedback. I am trying to script the spinning motion of a ninja star projectile but I am having problem with one thing. I don’t know fastcast too well as I usually make my own projectile class so I’m not sure what the exact code to do this would look like. By the way, I had so much fun doing all this, so in the end, I took this photo. Stepped is if you want to simulate the bullet prior to the physics engine, and . function Developer Forum | Roblox Help with Calculating Projectile Motion. RoPhysics is a JS library that calculates Roblox projectile physics. new(0, 0, 0) -- Position reference (The mouse's position or wherever you want the projectile to end) --<< Projecitle creation >>-- Does anybody know how I could make a projectile go to my mouses position using body velocity? 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 Hi there! I was trying to make a throwing system, I know, it sounds weird, but it’s not what you think. ray_result is raycasting from the projectile_origin with a direction of projectile_displacement - 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). I wanted to be like the pictures down below Not sure if you can see, but the further my mouse is from the 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 What I want to achieve is a bullet tracer system just like in Phantom Forces. new(0, self. The whole code: local function Project(Force: Vector3, Origin: Vector3, Goal: Vector3) local Points = {} for Time = 0, 1, . clamp. 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. P0 is the Boss Modeling a projectile's motion. would this work with a missile flying towards a moving target? 1 Like. Here’s the code I am using: local fire = nil local flare = Instance. This is Try raycasting backwards from the tip of the projectile the amount it would move in one increment. So I tried these two things: 1. local cPos, lPos = projectile. Heartbeat is the opposite. P. I found the following: local i = 0 local x0 = launch. If the projectile hits someone it should damage them. scripting. Ideally, it also wouldn’t bounce Hi, I’m making a grenade throwing system, but I’ve no idea about how I would start. Developer Forum | Roblox Predict projectile ballistics, including gravity and motion. 0. 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). 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. gg/bEn49K5JUtPatreon: https://www. However in my use Developer Forum | Roblox Velocity to Studs? Help and Feedback. The target is only within range when the part under the square root is Projectile motion. Dawgcool13 (aliteraldog) February 25, 2022, Developer Forum | Roblox Bouncing Projectile Similar to Super Mario's fireflower; how would I detect bounces? Help and Feedback. This module uses Roblox's ParticleEmitter instance to simulate a projectile moving through the air, while the damage calculations are done with a Ray. ? 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. Let's start with how: Gravity: For starters, we'll dive This is a class for simulating projectile motion, designed to be utilized within the Roblox engine. Each client is already handling their own projectile collisions with raycasts, but I would assume that The code is a little bit messy and unintuitive but it gets the job done. 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 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?/ Using basic knowledge of physics and simple calculus we can derive the basic equation of motion that a projectile will take. Here I want to make my projectile rotate depending on where it is going like a rocket. new("Part") Part. Projectiles are probably 1 of my most personal favorite things to make, especially considering how you want to handle this. I’ve tried many things, sorry I can’t provide code because I’ve erased all of them. You can map this out using the projectile motion formula: p = p0 + vt - gt²/2. so if you want the speed of the bullet to be the same every time then what you can do is dynamically adjust the ratio based on the distance from the start position and target position so that the throwTime scales with distance local direction = (projectile. But if the bullet is being used for hitreg in an FPS game, then it should come 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. – 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. Heartbeat() on the Server and others are using BodyConstraints for the physics. Modeling a projectile's motion. It’s a collection of equations that allow us to determine properties of a projectile in motion. Please ignore the fact that it says ß instead of α I suggest that you instead of using . I’ve made some code for the projectile and the curve system [They’re not that great] but couldn’t get my hands on the prediction system. Gravity,0) -- You can add gravity or even wind depending on your needs Velocity = Vector3. I couldn’t find any other topics that gave me an answer towards exactly what I am looking for. new(0, -game. Roblox renders the frame before simulating physics, so by logic if the OP wants the bullet to be visuals-only then it should also precede physics. A lot of videos and tutorials currently don’t really cover how to do it, commonly making the mistake of creating the projectiles on the server which can cause a delay from the input. Its4Realzies (Its4Realzies) June 14, 2021, 5:04pm #3. It doesn’t really seem to lag so I think I’m fine with this. I don’t want it to fall by gravity or ricochet off parts, I would just like to know what I could use to make it move straight forward. Now; incase that’s impossible, I just wanted to know if there is an effective way to determine where a projectile will hit. ProjectileTest. When I got to the point of shooting guns, a question came up: How, where to move the projectile? Of course, plenty of other people faced the same problem and looked for help, though I didn’t understand most methods. I know how to calculate where it will be after X seconds. Mortar - Roblox <–M Model of what I Test - Roblox here is a model of what I have sofar and the code is below –Made by Its4Realzies –[[There are three fixxed positions P0, P1, P2. By this I mean it should follow a per-determined path. com/a69c9b1286ff51d687e4f2a292902293. Activate. 1 Like. I’m used to using region3s for my hitboxes, with methods like getpartsinboundbox, and I do know raycasting also works, and I’ve tried this DevForum on modeling a projectiles motion. If you remove the . I want this project to advanced my scripting skills and learn new techniques throughout my experience. Members Online. Also, The projectiles always leave the barrel at the same speed. grenades that roll or 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 use tools, but use turrets, the ones seen below. MaxForce = The projectile should have a path that is predictable. Using the physical equations shown below, the following equation for velocity is obtained by transformation: equation for velocity. A modular, open-source, Proof-of-concept roblox projectile system utilizing ParticleEmitters as a graphical visualization. And I’ve had the question of “What’s the best way to do it?”. To summarise, I’m working on SpellCasting & want the This guide was originally written for scriptinghelpers. Use GetTouchingParts on Heartbeat On Heartbeat, I always checked GetTouchingParts on the I need help with creating a Harry Potter wand system like this where the projectiles move in a zig-zag/swirling type of movement. (A less detailed collision handler though, as each client would be handling every projectile. local function projectileMotionEquation(g, v, initialPosition, t) --See Ego Mooses tutorial on integrating projectile motion equation return 0. Upon releasing, the bomb will automatically assume As per request, I'm going to share how to simulate projectile motion and why I choose to simulate instead of relying on the physics engine. (I’m trying to avoid tweens as I am using I’m making a cannon, and I want the cannonballs to fly in an arc as if it were being pulled down by gravity, rather than in a straight line. I have seen a couple It really depends on the use case. Gravity*Delta, 0) if self. GameMaster4268 (Game) February 28, 2023, 2:19pm #1. I know about the posts that try to explain it, I don’t So I want to create a projectile algorithm for an upcoming project I have planned. . Here’s some more detail on what to do if the distance is too far. Once we know what “Button” we’re looking for, then I’ll I am trying to make a mortar for my game and am unsure of how to angle the center to shoot the player. Downloading the source from GitHub GitHub The server and client use the same module to model the projectile’s motion (but the server only calculates its path without creating any objects). Travel Time I would like the arrow to travel in the air, and not be instantaneous like a bullet. 93% 0. 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. - amandania/Projectile I’ve tailored around with Tweening and Raycasting in the past - The issue I encountered with this is accounting for object, Players 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. Projectile motion prediction. If you’re using Roblox physics to control the motion of the mortar, then any equations you may use to predict where the projectile will land are going to be nothing more than rough estimations. I hope, it will help you. new(0,10,0) -- Starting position of proj } function Stepped(runTime, deltaTime) Projectile Discover millions of assets made by the Roblox community to accelerate any creation task. . As a somewhat active member of the Scripting Helpers discord one of the most common questions I see is how to have a projectile travel an arc. But we all know how BVs lag and overall aren’t the best way to do a ranged weapon. Hi, and thanks for reading in advance. 1. We know that the derivative of position with respect to time is velocity I want to make a dodgeball that actually is effected by gravity and moves smoothly. com/t/using-a-beam-to-model-projectile-motion/1302237you can make a prediction, Throwing Tools and morehere is the Model:https But, there is a little thing. 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’m working on a fighting game, and I wanted a feature where you can press a key to throw a projectile, which would be a knife, in my case. The Module I am using for this: PredictProjectile - Calculate projectile motions easily! I’ve seen so many big developers with their games achieved this. Like this: How can I achieve that? I am using fastcast module. Paw Projectile. As already said in other topics of mine, I am working on a shooter right now. Gravity, 0) local v0 = (enemy. Cool. 5 * a * t^2 end local function v(v0, a, t) return v0 + a * t end functi First off, it’s worth mentioning that Roblox physics isn’t 100% accurate to something you’d get in real life. In Unity, every projectile has a Rigidbody component. FastCast’s open sourced gun(You can search it in the toolbox using FastCast), uses object pooling, where when the part is needed, it will just return 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 ((Please don’t link Fastcast as I’m attempting to find a solution without. Stephex_s (Stephex) February 8, 2022, 2:44pm #1. - First 2 issues already means it’s better to not use. Gravity, 0), direction, Hi. OnServerEvent:Connect(function(user,parent, mousepos) if Projectile motion. I’m doing it on the server but the network owner is set to the client. (so it goes up, down, up, down, while still going in the same direction. The projectile’s properties must be the same within the server and the client. My base code for the trajectory of the ball was from this post: So here is my issue: I have a character that shoots projectiles. new(Position, mouse. 1 do the code I gave you uses the same information the only one that is different is the fixed bullet speed. It was all fun and easy, and I used a BodyVelocity for my projectile. So, there would be no need for the server to also be simulating the projectile’s motion in real time. When you hit the ball it moves according to the force and sometimes it goes up or sometimes it stays down but I don’t know what to do in order to achieve the ball motion. And if you code it correctly, the difference of latency between the server and client can be unnoticeable. This is both a simple and Y e s. com/games/7532473490ApplyImpulse: I’m trying to add mouse aiming to a simple ball projectile that’s actually a grenade. 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. For example, this is what it looks like now: I’m using tweenservice to move the cannonballs. currentPos). I am attempting to make a flare like projectile that runs on the client. If you’ve ever played WarThunder, you should be familiar with this (the little reticle that leads ahead of an enemy Using basic knowledge of physics and simple calculus we can derive the basic equation of motion that a projectile will take. What is the issue? Include screenshots / videos if possible! My fireball script works so far, but not exactly how I expected it to. If a projectile is launched, in the server, use RemoteEvent:FireAllClients, then send arguments such as (projectile:Model, direction:Vector3,blahblah). md at master · EgoMoose/Articles · GitHub My current code: local g = Vector3. -coolguyweir 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. Anchored I am trying to make a ball bounce off a block. The general equation for parabolic projectile motion is: f(x) = (-gx^2)/(2v_x) + (v_y*x)/(v_x) A community for Roblox, the free game building platform. new(10, 10, 10) But I really wonder, where is it going to land? I need some formula to get the exact position where Hey everyone, I’m trying to model the trajectory of a ball (sphere) with beams. com/SuphiDonate: https://www. I don’t know how to curve a beam to show the trajectory instead of a straight line from the start to end position. See, I saw this post and I was trying to make something similar to it. Help is appreciated, thank you! So, I read the whole "Projectile Motion" part, solved all examples, and then spent a few hours solving my own problem. 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 I can’t explain much right now cause I’m at school, but it has to do something with the camera and UserInputService. Position - x0 - 0. S. Scripting Support. Workspace. mp4 When you aim, the projectile As per request, I'm going to share how to simulate projectile motion and why I choose to simulate instead of relying on the physics engine. Few things I managed to figure out is that Spawn a projectile localy as soon as the player press a button and tell the server to make I can tell you how I make my own projectile that follows the nearest target. 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. Resources. I also tried with TweenService: simple, easy but seriously, using it on the server isn’t good at all, and using :FireAllClients() is not the method I I always think of making projectiles for guns with raycasting, I currently use BodyVelocity for moving But I want to use raycasting for projectiles, but I dont know how I would do that, I dont want to use FastCast since I want to try stuff on my own. What is the issue? Include screenshots / videos if possible! I simply don’t know how to do it efficiently, I suppose I could make the projectile with a script for moving forward and place it in replicated Hey there. Currently, I am developing a third-person shooter game. Parent local hum = char:WaitForChild("Humanoid") local humRP = char:WaitForChild("HumanoidRootPart") local Hello, What do you want to achieve? Keep it simple and clear! I’m trying to make a ball curve (left/right) using only velocity. Gravity is uniform in ROBLOX, so it's always pulling things down equally and evenly. In my last thread, I got a nice introduction on moving projectiles. LocalPlayer local Character = Player. 6 KB. However, it does not accurately display the path taken. position) ) If you have any suggestions or ideas, it’ll be greatly appreciated! Only reviews from users who have used this asset are shown I’d like to model the motion of a basketball like EgoMoose does in this tutorial. currentPos, projectile. I just can’t ever figure out what their secret recipe is. new('BodyVelocity') move. The client controls where the gun is pointing. 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. how can I calculate the exact amount of distance something will travel based on their velocity? If you don’t want to model projectile motion just use velocity * time. Position local g = Vector3. I fully plan on using ray-casting to do so as it’s a weapon based projectile that’ll do damage to the players. I’m making a thrown weapon for a game. 5 * g * t ^ 2 + v * t + initialPosition end local function Discover millions of assets made by the Roblox community to accelerate any creation task. -- Timestamps --0:00 Intro0:06 C 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 What I would like to accomplish is to calculate the velocity a projectile should travel to reach it’s targets predicted future position given the velocity of both the Target and the projectile (and time it takes the projectile to travel to that future position. Modeling a projectile’s motion ← Article. 2. __index = BallSimulation local function Hello. sorry roblox but this is not it Gun kit: LEGACY VIEWMODEL - Roblox How I used the modules: (You don’t have to use ParticleFramework, only use the ProjectileHandler, but you will need ParticleFramework for it to work) position and visualorigin is the Origin. Instead, it’s the projectile’s end position. A couple of things I noticed for clarity: The first declaration of projectile_displacement is not actually displacement. The functions file contains more detailed documentation, located in src folder. No homing projectiles! This is because we’ll need the server to be able to predict where the projectile is without being able to see it. Parent["CLICK!!!"]. roblox. The simulator is capable of accurately depicting curves, linear motions, and circular motions. Haha. I would like this system to work that it would be able to calculate where the projectile would roughly land Discover millions of assets made by the Roblox community to accelerate any creation task. Community Resources. The arc is a quadratic equation with 3 input vectors g gravity, v velocity, and an initial position. However, something I’m not very familiar with is the math that goes into calculating it’s path on an arc based system. Currently it uses the mouses lookvector to control the velocity of a bodyvelocity It works although it is very inaccurate, with it being basically luck on whether or not it will roll where you want it to, making it harder to hit What do you want to achieve? Keep it simple and clear! I want to make a part clone and shoot 8 projectiles in different directions, if that makes sense? Example below. So, I need help trying to calculate projectile motion: image 663×613 12. Roblox, the Roblox logo and Powering Imagination are among our registered and unregistered trademarks in the U. What is the issue? Include screenshots / videos if possible! I’m not sure what to use in order to make the ball movement realistic. 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. Someone has kicked it, and its velocity is now Vector3. But, a projectile needs collision detection. https://owncheatz. I have hyperlinked a video on the inaccurate projection when following the tutorial hyperlinked above. new(0,-100,0) -- gravity local x0 = attachment. CharacterAdded:Wait() local Max = 25 local Min = 1 local Mouse = Player:GetMouse() local function CreatePart() local Part = Instance. I have heard, that using the touched event never should be used. local nearestTarget -- pretend I got a nearest target local spawnPosition -- position where the projectile will spawn local projectileSpeed = 100 local newProjectile = projectile:Clone() -- pretend I have a projectile local newBodyVelocity = Instance. BodyMovers - Not smooth and accurate but easy to use and control. local function x(x0, v0, a, t) return x0 + v0 * t + 0. My goal is to simulate a “ball effect” where the ball curve to the Let’s say we have a 3x3x3 ball in the workspace. Projectile motion is something that’s been well-documented and explored by coders, mathematicians, and physics enthusiasts; so something called SUVAT exists. zwrulb xlnne tastlh yypum sqbys pudkdtmm jqavg lveqch vlfdo nfu