§ How to · with Forge AI
How to make a Roblox bow and arrow (with AI)
By Sametcan Tasgiran, Founder & Developer·Published ·Updated
A Roblox bow and arrow needs five pieces: draw-back charge, projectile physics with gravity, damage with falloff, headshot detection, and arrow recovery. Forge AI generates all five in 48 seconds.
6 files · 190 lines · 48 seconds · 1 credit. Server-authoritative hit detection.
Draw-back charge
Hold mouse to draw. Damage scales linearly from 25% (instant) to 100% (full draw at 1.5s). Release to fire.
Projectile physics
Arrow is a Part with BodyVelocity + gravity. Realistic arc trajectory. Configurable initial speed (default 150 studs/sec).
Damage falloff
Damage drops 10% per 50 studs traveled. Max range 200 studs (configurable). Arrow despawns at max range or on hit.
Headshot detection
Raycast from arrow position. If hit's Name = 'Head', damage 2x. Killfeed shows headshot icon.
Arrow recovery
On hit (non-player), arrow sticks in target as a child Part for 30 seconds. Players can walk over to pick it up — adds 1 arrow to quiver.
Quiver UI
Top-corner counter shows remaining arrows. Cannot fire when empty. Refill from shop or arrow recovery.
Files Forge AI ships for this prompt
6 files · 190 lines · 48 seconds · 1 credit
ServerScriptService/BowServer.lua
Damage calc, falloff, headshot detection
72 lines
ServerScriptService/ArrowManager.lua
Projectile spawn, physics, recovery
38 lines
ReplicatedStorage/Modules/BowConfig.lua
Per-bow stats (damage, draw time, max range)
28 lines
ReplicatedStorage/Remotes/FireBow
Client → server fire with charge level
instance
StarterPlayer/StarterPlayerScripts/BowClient.lua
Draw animation, charge tracking, aim
32 lines
StarterGui/QuiverHUD.lua
Arrow count display
20 lines
Sample output: ServerScriptService/BowServer.lua
--!strict
-- ServerScriptService/BowServer.lua (Forge AI · excerpt)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local FireBow = ReplicatedStorage:WaitForChild("Remotes"):WaitForChild("FireBow")
local BowConfig = require(ReplicatedStorage.Modules.BowConfig)
local ArrowManager = require(script.Parent.ArrowManager)
local MIN_CHARGE = 0.25 -- minimum damage at no draw
FireBow.OnServerEvent:Connect(function(player: Player, chargeFraction: number, aimDirection: Vector3)
if chargeFraction < 0 or chargeFraction > 1 then return end
local character = player.Character
if not character or not character.PrimaryPart then return end
local bow = character:FindFirstChildOfClass("Tool")
if not bow then return end
local config = BowConfig[bow:GetAttribute("BowType") or "default"]
local effectiveCharge = math.max(MIN_CHARGE, chargeFraction)
local damage = config.damage * effectiveCharge
local speed = config.arrowSpeed * (0.5 + 0.5 * effectiveCharge)
local arrow = ArrowManager:spawn({
startPos = character.PrimaryPart.Position + aimDirection.Unit * 2,
direction = aimDirection.Unit,
speed = speed,
damage = damage,
damageFalloff = config.falloff,
maxRange = config.maxRange,
owner = player,
})
end)Building a Roblox bow and arrow
Bow and arrow systems are where Roblox's physics engine shines for ranged combat. The defining mark of a good bow: aim feels precise, charging feels rewarding, hits feel earned. Forge AI ships all three.
The Forge AI bow prompt produces a 6-file system in 48 seconds. The draw-back charge is the core feel — hold the mouse to draw, release to fire. Damage scales linearly from 25% (no draw, instant fire) to 100% (full draw at 1.5 seconds). This rewards patient aim and adds genuine skill ceiling.
Projectile physics use BodyVelocity with gravity for a realistic arc. Arrows curve downward over distance, which means aiming at a moving target requires lead and elevation. The arrow speed is configurable per bow (default 150 studs/sec) — high-speed bows are easier to aim, low-speed bows arc harder.
Damage falloff makes range matter. The arrow's damage drops 10% per 50 studs traveled. At max range (200 studs), the arrow deals 60% of base damage. This balances sniper-style bows that would otherwise dominate at any range. Configurable per bow.
Headshot detection is the precision reward. The arrow's Touched event reads the hit Part's Name; if 'Head', damage doubles. The killfeed shows a headshot dot. This pattern integrates cleanly with the killfeed system — no extra wiring. Forge sets it up automatically.
Arrow recovery is the resource loop. Arrows are not infinite. Players have a quiver (default 20 arrows). Arrows that hit walls or trees stick for 30 seconds and can be reclaimed. Arrows that hit players are lost. This creates a real economic loop — manage your ammo, retrieve when safe, refill from shop.
See more on the Luau generator, the game builder, or browse the full blog.
Frequently asked
How is the arrow's hit detection server-authoritative?+
ArrowManager spawns the arrow on the server. The arrow's Touched event fires server-side. Damage is applied server-side based on the impact target. The client only sees the arrow visually — the actual hit decision is the server's.
Can players juke the arrow mid-flight?+
Yes. The arrow follows physics — it can be dodged by sidestepping during its travel time. Faster bows have faster arrows (harder to dodge) but lower damage scaling. This is the inherent balance.
What about explosive arrows?+
Add a 'type = explosive' field to the BowType in BowConfig. ArrowManager handles AoE damage on impact via OverlapParams sphere. Forge can extend with a follow-up prompt.
How does arrow recovery work?+
On hit against a non-player target (wall, tree), the arrow welds itself as a child of the hit Part. After 30 seconds, it despawns. Players who walk near it get a proximity prompt to pick up (+1 arrow to quiver).
Can I have a bow with multi-shot?+
Yes. BowConfig has an 'arrowCount' field. arrowCount = 3 fires 3 arrows in a spread cone. Damage per arrow is reduced proportionally so total damage is balanced.
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