If you're tired of scripts that only work on your screen, finding a solid roblox fe gun script is the only way to make sure everyone else in the server actually sees the action too. It's one of those hurdles every new developer hits. You spend hours making a cool weapon, only to realize that when you fire it, nobody dies, no bullets fly for the other players, and you're basically just playing with a toy in your own little world.
That's the reality of FilteringEnabled (FE). It's been the standard on Roblox for years now, and while it made games way more secure, it also made scripting a bit more of a headache for anyone who just wants to make a simple shooter. You can't just tell the game "hey, I shot this guy" from the player's computer anymore. You have to ask the server to do it for you.
Why FE-Compatibility Is Everything Now
Back in the early days of Roblox, things were a bit like the Wild West. If a script changed something on your screen, it changed for everyone. This was great for simplicity but terrible for security. Hackers could basically delete the entire map or kill everyone instantly because the server trusted everything the player's computer said.
When Roblox forced FilteringEnabled, everything changed. Now, the server is the boss. If your roblox fe gun script isn't set up to communicate between the "Client" (your computer) and the "Server" (Roblox's computers), nothing happens. This is why you see so many broken scripts in the Toolbox. They're old, outdated, and they don't use RemoteEvents to bridge the gap.
The Secret Sauce: RemoteEvents
If you're looking at a script and it doesn't mention RemoteEvents, it's probably not going to work for a multiplayer game. These events are like the mailmen of your game.
When you click your mouse to fire, a LocalScript inside your gun handles the "input." It detects the click and maybe plays a sound or an animation locally so the game feels responsive. But then, it has to "Fire" a RemoteEvent. This sends a message to a Script on the server saying, "Hey, Player A just shot at this position."
The server then checks if that's actually possible—like making sure the player has ammo or isn't shooting through a brick wall—and then it handles the damage. Without this handshake, your gun is just a decorative paperweight.
Choosing Between Raycasting and Physical Projectiles
When you're searching for or writing a roblox fe gun script, you generally have to choose between two main styles: Raycasting or physical projectiles. Both have their fans, and the right choice really depends on what kind of game you're building.
The Speed of Raycasting
Most competitive shooters on Roblox, like Phantom Forces or Arsenal, rely heavily on raycasting. Think of a raycast like an invisible, instantaneous laser beam. The second you click, the script draws a line from your gun's muzzle to wherever you're pointing. If that line hits a player's head, they take damage instantly.
It's extremely fast and doesn't lag the server much, which is why it's so popular. If you want your guns to feel "snappy" and professional, you'll want an FE script that uses WorldRoot:Raycast.
The Realism of Projectiles
On the other hand, you have physical projectiles. These are actual "Part" objects that get launched out of the gun. They have velocity, they're affected by gravity, and they take time to travel through the air.
While these look cooler—especially for rocket launchers or slow-moving plasma bolts—they can be a nightmare for lag. If you have 30 players all firing 600 rounds per minute and every single bullet is a physical object the server has to track, your game is going to turn into a slideshow pretty quickly.
Where to Find Reliable Scripts
Honestly, the Roblox Toolbox is a bit of a minefield. You'll find thousands of results for a "roblox fe gun script," but a good 90% of them are either broken, filled with "backdoors" (scripts that let people hack your game), or just poorly optimized.
If you're serious about your project, you're better off looking at places like GitHub or the Roblox Developer Forum. Developers often post open-source systems there that are much cleaner than what you'll find in the "Free Models" tab.
Another great resource is the ACS (Advanced Combat System). It's a bit complex for beginners, but it's probably the most famous open-source gun system out there. It's fully FE-compatible and includes everything from leaning mechanics to detailed reloading animations. Just be prepared for a bit of a learning curve if you decide to go that route.
Avoiding the "Backdoor" Trap
We need to talk about security for a second. It's really tempting to just grab the first script that works and move on. However, some "free" scripts come with hidden code. These scripts might wait until your game gets a few players and then suddenly give the creator "Admin" powers or start displaying weird ads in your game.
When you import a roblox fe gun script, always look through the code. If you see something called require() followed by a long string of random numbers, or a script hidden deep inside a folder named "MuzzleFlash," be suspicious. Real gun scripts should be transparent about what they're doing.
Customizing Your Gun's Feel
Once you've got the basic script working, the real fun begins. A generic gun script feels well, generic. You want to tweak the variables to make the weapon feel unique.
- Recoil: This is a big one. A gun that stays perfectly still when firing feels fake. Most good FE scripts have a section for "Camera Shake" or "Recoil Offset."
- Spread: If your gun is a shotgun, you need the script to fire multiple rays at slightly different angles. If it's a sniper, you want that spread to be near zero.
- Viewmodels: This is that fancy 3D arm and gun model you see on your screen in first-person. Most high-end scripts separate the "World Model" (what others see) from the "Viewmodel" (what you see). This keeps the game looking smooth for everyone.
Keeping Performance in Mind
It's easy to get carried away with effects. You want big explosions, trailing smoke, and shells dropping on the floor. But remember, in an FE environment, every effect you ask the server to handle puts a load on the game.
The trick is to handle the "heavy lifting" on the client side. For example, when a gun fires, the server should handle the damage and the health changes. But the muzzle flash, the sound, and the bullet holes? Those should be triggered on each player's local machine. This keeps the server snappy and the gameplay fluid.
Final Thoughts for Your Project
Getting a roblox fe gun script to work perfectly takes some patience. You'll probably run into errors where the animations don't play or the damage doesn't register at first. Don't let that discourage you. Scripting in a FilteringEnabled environment is a fundamental skill on Roblox, and once you wrap your head around how the Client and Server talk to each other, you'll be able to build almost anything.
Start small. Get a basic raycast script working, make sure it kills a dummy, and then slowly add the bells and whistles like reload timers and ammo counts. Before you know it, you'll have a combat system that feels just as good as the top-tier games on the front page. Just remember to keep your code clean, watch out for those pesky backdoors, and always test with a friend to make sure the FE replication is actually doing its job.