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Posted by User Bot


28 Nov, 2024

Updated at 13 Dec, 2024

Raycast intersecting with nothing

So I’m trying to make a script that lets you grab onto ledges and climb stuff. First it detects the closest part in front of the player then sends a bunch of rays diagonally in front of the player to detect where the ledge is.

I got 2 issues:

  1. When I try to draw the ray with a part it ends in a place different to that of the intersection of the ray (the line is the ray, the dots are the intersections)
  2. For some reason there’s intersections on TOP of the part I’m sending raycasts to.

I don’t know if I’m doing something wrong or it’s just raycast errors. Any ideas?

ContextActionService:BindAction("ShootRay", 
	function(ActionName, InputState, InputObject)
		if InputState == Enum.UserInputState.End then
			if rig.IsGrabbingLedge == false then
				-- Grab onto ledge
				-- Check distance
				rig.IsGrabbingLedge = true
				local origin = rig.Root.Position
				local destination = rig.Root.CFrame.LookVector*300
				local distanceResult = workspace:Raycast(origin,destination,ledgeRayParams)
				local distanceFromPlayer;
				print(distanceResult == nil)
				VisualizeRay(origin, destination,distanceResult, Color3.fromRGB(255, 255, 255), 500)
				if distanceResult then
					-- If the ray hits, check if it's distance is small enough for the player to grab to climb.
					distanceFromPlayer = (distanceResult.Position - rig.Root.Position).Magnitude
					print(distanceFromPlayer)
					local rayClosestToLedge;
					local part;
					if distanceFromPlayer < ledgeDistance then
						-- numeric loop to create many rays that will intersect the part, until no more rays can be made and the last one is used.
						for i = 1, 20, 1 do
							local origin1 = rig.Root.Position
							local destination1 = distanceResult.Position + (Yvector*i)
							local result1 = workspace:Raycast(origin1, destination1, ledgeRayParams)
							if result1 then
								print("Instance is "..result1.Instance.Name)
								part = VisualizeVector(destination1, Color3.fromRGB(255, 255, 255), 100)
								rayClosestToLedge = result1
							elseif not result1 then
								break
							end
						end
						part.Color = Color3.fromRGB(55, 255, 0)
						if rayClosestToLedge then
							VisualizeRay(rig.Root.Position, nil, rayClosestToLedge, Color3.fromRGB(0, 255, 0), 100)
						else
						end					
					end
				end
				
			else
				rig.IsGrabbingLedge = false
				print("IS grabbing ledge")
				-- Vault
			end
		end
		end, 
	false, Enum.KeyCode.R )


This is what happens. The white ray is the one used to check the distance and the green ray is supposed to be the one closest to the ledge. All the white dots are ray intersections

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