Filia So, i did as you said, and now i have interesting results. First is that although the appearence of "BulletMusket" is that of what indicates a Node3D, so the script should be giving errors, it doesn't give any. Yes i have altered the type of BulletMusket to a Raycast so it should be that, but it's a little confusing as you can see. So it's a raycast, that is why it's not giving any errors, but it doesn't appear so. (Also, should i delete RayCast3D that is the children of the now Raycast3D, that is, BulletMusket? I think not, but tell me what you think, and if so, what should i do once i delete raycast3d child))
So, to the results. It actually works really well, i can't see it travelling because of the logic that we are using now, so i don't know if it's going in the same direction of where i'm looking (but that should be a problem with the alignment of the raycast maybe, although before it was going forward as intended), but the message "ray is colliding" appears instantly 99/100 times for sure. So that is really good. But, that 1 time where it does not appear, the bullet just spawns and slowly but surely goes down very awkwardly.
I have tested where are the times that this can happen, but they are not so accurate. First is that it happens often when i'm looking somewhere where its just void, so there's nothing the bullet can hit ever, so it just spawns and goes down as i have said, but also sometimes it doesn't, the message appears normally. And even when i'm facing a object with collision, there's a small chance the bullet does that same awkward bug.
So now, i'm guessing it probably has to do with the fact the raycast is pointing downwards, so there are majority of times where it meets the ground but also there are times it doesn't. But, before, it was going forward normally to where i was pointing, so i don't really understand why now it's going down. Again, the code most surely is going well and we have something here that it's working, but there's still something to be solved, but i think i'm quite close to closing this problem.