How to Make a Simple Gun System in Roblox (2026) — Complete Raycasting Guide


What You’ll Learn

  • Setting up a Tool with correct client/server structure
  • Raycasting bullets with workspace:Raycast()
  • Server-side hit validation to prevent exploits
  • Ammo tracking with Attributes
  • Reload logic with UserInputService
  • Bullet tracer visual effects

Project Structure

Inside ReplicatedStorage, create a Tool named Gun. Add the following children:

ObjectTypePurpose
GunScriptLocalScriptClient input, visuals, fire requests
ServerHandlerScriptHit validation, damage, anti-exploit
FireEventRemoteEventClient → Server fire request
ReloadEventRemoteEventClient → Server reload request
MuzzleAttachmentRaycast origin point

Rule #1: Never deal damage on the client. The client requests; the server decides.


Step 1 — Client-Side Firing

Create a LocalScript named GunScript inside the Tool.

-- GunScript (LocalScript inside Tool)

local Tool = script.Parent
local Player = game:GetService("Players").LocalPlayer
local UIS = game:GetService("UserInputService")
local Debris = game:GetService("Debris")
local Mouse = Player:GetMouse()

local FireEvent = Tool:WaitForChild("FireEvent")
local ReloadEvent = Tool:WaitForChild("ReloadEvent")

-- Ammo state
local MaxAmmo = 30
local Ammo = MaxAmmo
local ReserveAmmo = 90
local CanFire = true
local Reloading = false

-- Sync ammo to Attributes so the UI can read them
local function SyncAmmo()
	Tool:SetAttribute("Ammo", Ammo)
	Tool:SetAttribute("Reserve", ReserveAmmo)
end
SyncAmmo()

local function Fire()
	if not CanFire or Reloading or Ammo <= 0 then return end
	if Tool.Parent ~= Player.Character then return end

	Ammo -= 1
	CanFire = false
	SyncAmmo()

	-- Build the ray from muzzle through mouse
	local Camera = workspace.CurrentCamera
	local Muzzle = Tool:WaitForChild("Muzzle")
	local RayOrigin = Muzzle.WorldPosition
	local RayDirection = (Mouse.Hit.Position - RayOrigin).Unit * 500

	local rayParams = RaycastParams.new()
	rayParams.FilterDescendantsInstances = {Player.Character, Tool}
	rayParams.FilterType = Enum.RaycastFilterType.Exclude -- Use Exclude, not Blacklist

	local Result = workspace:Raycast(RayOrigin, RayDirection, rayParams)

	-- Bullet tracer visual
	local Distance = Result and (Result.Position - RayOrigin).Magnitude or 500
	local Tracer = Instance.new("Part")
	Tracer.Anchored = true
	Tracer.CanCollide = false
	Tracer.Size = Vector3.new(0.05, 0.05, Distance)
	Tracer.CFrame = CFrame.lookAt(RayOrigin, RayOrigin + RayDirection)
		* CFrame.new(0, 0, -Distance / 2)
	Tracer.Color = Color3.fromRGB(255, 220, 50)
	Tracer.Material = Enum.Material.Neon
	Tracer.Parent = workspace
	Debris:AddItem(Tracer, 0.05) -- Auto-remove after 0.05s

	-- Send to server for validation
	local HitPosition = Result and Result.Position or (RayOrigin + RayDirection)
	local HitInstance = Result and Result.Instance or nil
	FireEvent:FireServer(HitPosition, HitInstance, RayOrigin, RayDirection)

	task.wait(0.1) -- Fire rate cooldown
	CanFire = true
end

local function Reload()
	if Reloading or Ammo == MaxAmmo or ReserveAmmo <= 0 then return end
	Reloading = true
	ReloadEvent:FireServer()

	-- Play reload animation here (AnimationTrack:Play())
	task.wait(2) -- Reload duration

	local Needed = MaxAmmo - Ammo
	local Taken = math.min(Needed, ReserveAmmo)
	Ammo += Taken
	ReserveAmmo -= Taken
	Reloading = false
	SyncAmmo()
end

-- Bind firing to mouse click
Tool.Activated:Connect(Fire)

-- Bind reload to R key
UIS.InputBegan:Connect(function(input, gameProcessed)
	if gameProcessed then return end
	if input.KeyCode == Enum.KeyCode.R then
		Reload()
	end
end)

Step 2 — Server-Side Validation

Create a Script (not LocalScript) named ServerHandler inside the Tool. This re-runs the raycast independently and validates the client’s hit claim.

-- ServerHandler (Script inside Tool)

local Tool = script.Parent
local FireEvent = Tool:WaitForChild("FireEvent")
local ReloadEvent = Tool:WaitForChild("ReloadEvent")

local DAMAGE = 25
local MAX_DISTANCE = 500
local FIRE_RATE = 0.1   -- Minimum seconds between shots
local HIT_TOLERANCE = 10 -- Max stud difference between client and server hit

local LastFire = {}

FireEvent.OnServerEvent:Connect(function(Player, ClientHitPos, ClientHitInst, ClientOrigin, ClientDirection)
    -- Guard: player must be holding the tool
    if not Player.Character then return end
    if Tool.Parent ~= Player.Character then return end

    -- Rate-limit check (anti-autoclicker / speed exploit)
    local Now = tick()
    if LastFire[Player.UserId] and (Now - LastFire[Player.UserId]) < FIRE_RATE then
        return
    end
    LastFire[Player.UserId] = Now

    -- Re-run the raycast on the server (authoritative)
    local rayParams = RaycastParams.new()
    rayParams.FilterDescendantsInstances = {Player.Character}
    rayParams.FilterType = Enum.RaycastFilterType.Exclude

    local Result = workspace:Raycast(ClientOrigin, ClientDirection.Unit * MAX_DISTANCE, rayParams)
    if not Result then return end

    -- Reject if server and client disagree on hit position by more than tolerance
    if (Result.Position - ClientHitPos).Magnitude > HIT_TOLERANCE then
        return
    end

    -- Apply damage to a valid Humanoid
    local HitModel = Result.Instance:FindFirstAncestorOfClass("Model")
    if HitModel then
        local Humanoid = HitModel:FindFirstChildOfClass("Humanoid")
        if Humanoid and HitModel ~= Player.Character then
            Humanoid:TakeDamage(DAMAGE)
        end
    end
end)

ReloadEvent.OnServerEvent:Connect(function(Player)
    -- Optional: add server-side ammo tracking here
    -- e.g. validate that reload is legitimate before allowing it
end)

Step 3 — Ammo HUD

In StarterGui, create:

  • ScreenGuiAmmoGui
    • TextLabelAmmoDisplay (position it wherever you like)

Then add a LocalScript inside AmmoGui:

-- LocalScript inside AmmoGui

local Player = game:GetService("Players").LocalPlayer
local AmmoDisplay = script.Parent:WaitForChild("AmmoDisplay")

local function WatchTool(tool)
    if not tool:FindFirstChild("GunScript") then return end

    -- Update display when Attributes change
    tool.AttributeChanged:Connect(function()
        local ammo = tool:GetAttribute("Ammo") or 0
        local reserve = tool:GetAttribute("Reserve") or 0
        AmmoDisplay.Text = string.format("%d / %d", ammo, reserve)
    end)

    -- Set initial values
    AmmoDisplay.Text = string.format(
        "%d / %d",
        tool:GetAttribute("Ammo") or 0,
        tool:GetAttribute("Reserve") or 0
    )
end

local Character = Player.Character or Player.CharacterAdded:Wait()

Character.ChildAdded:Connect(function(child)
    if child:IsA("Tool") then WatchTool(child) end
end)
Character.ChildRemoved:Connect(function(child)
    if child:IsA("Tool") then AmmoDisplay.Text = "" end
end)

Optional Enhancements

Recoil

Add this to the Fire() function in your GunScript, after firing:

local Camera = workspace.CurrentCamera
Camera.CFrame = Camera.CFrame * CFrame.Angles(math.rad(2), math.rad(math.random(-1, 1)), 0)

Headshots (Double Damage)

In ServerHandler, check which part was hit before applying damage:

local HEADSHOT_MULTIPLIER = 2
local damage = DAMAGE
if Result.Instance.Name == "Head" then
    damage = DAMAGE * HEADSHOT_MULTIPLIER
end
Humanoid:TakeDamage(damage)

FAQ

Q: Is this FilteringEnabled (FE) compatible?
Yes. All damage is applied on the server. The client only handles visuals and sends requests.

Q: Can I use this for automatic fire?
Yes — connect Tool.Activated to a loop, or use Mouse.Button1Down with a RunService.Heartbeat loop. Keep the CanFire cooldown in place to rate-limit shots.

Q: How do I add a reload animation?
Load an AnimationTrack from an Animation object in the Tool. Call :Play() at the start of Reload() and use the animation’s length as your task.wait() duration.

Q: Should I track ammo server-side?
For casual games, client-side prediction is fine. For competitive games, track ammo in a NumberValue or IntValue on the server and validate before letting the client reload.

Source Code

https://www.roblox.com/games/137869661367784/Simple-Gun-System

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