I’m seeing a sudden spike of people (eg. this post) wanting to make their own FPS games, so here’s some of my knowledge that I’ve gathered over the years.
Insert this script into your tool
This welds the arms and handle together so that it moves according to your animation
Make a R15/R6 blocky rig via the built in plugin in studio
Duplicate your gun’s “Handle” and another parts into the new rig
Use moon animator’s easy weld and select the right hand/arm, then the handle, then click join (not join in place) in the part tab of easy weld
It should be animatable now, for the idle animation its priority should be “Movement”, the equip animation should be “Action”, so should the fire and reload animations
Unrelated question, ive never used moon animator but is there a way to create a animation using a already existing one without overwriting the existing one? i just cant seem to find a option for this
yea but is there a way i can use another animation for the start and animate from there?, dont wanna start completely over just to make a firing animation
got the animation to work, but for some reason the gun goes off to the side,
also since its in a local script how would i get other players to see where the arms are? - (Editx2, since i no little to nothing about animations, i thought it would only be shown on the players screen, not anyone elses)
Also also, how would i do a fire animation, i have my entire fire script on a server script?
(edit, how do i also stop animations when i unequip the tool?)
For the handle, i just did join, although if it matters i used a different tool for the script and put the animations in, was i spose to move the handle into the new tool or could i just use the handle thats already in there with the animations?
So like just figure out when the player is clicking or something and play the animation?
how would i do this with the current method i use?
i have this in the local script
RunService.Stepped:Connect(function()
if UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) then
if not Tool.Parent:IsA("Backpack") then
local mPos = ms.Hit.Position
FEvent:FireServer(mPos)
end
end
end)
and in the server script i got
local shotTime = tick()
local fireRate = tool.strings.FireRate.Value
local timeLimit = 2/3
if not ((tick()-shotTime) >= fireRate*timeLimit) then return end
shotTime = tick() -- just a cut out segment of the code
how would i make the animation match the firerate of the gun?