INFOMATION:
Everything is handled in a local script.
Arms are welded to the player, the player is invisible
If you like it doesn’t have to be restricted to just LookPartDetector (Info below)
You don’t have to weld the arms they can be Motor6D,etc.
Old character is the player, the parts are welded to old player.
GOAL:
I’m trying to make my “Floaty Boi” (Player) arm follow the mouse but its following not exactly how
I would like it to follow the mouse. (What I wan’t will be provided below)
EXPLORER:
WELD INFO:
AIMING FOR:
CURRENTLY:
CODE:
local Neck = oldCharacter.Torso.Neck
local Arm = oldCharacter.Torso["Right Shoulder"]
local LookPart = Instance.new("Part")
local LookPartWeld = Instance.new("Weld")
LookPart.Name = "LookPartDetector"
LookPart.Size = Vector3.new(20, 1, 35)
LookPart.Transparency = 0
LookPart.CanCollide = false
LookPart.Parent = character
LookPartWeld.Part0 = LookPart
LookPartWeld.Part1 = oldCharacter.HumanoidRootPart
LookPartWeld.C0 = CFrame.new(0, 5, 20)
LookPartWeld.Parent = LookPart
while true do
if mouse.Target ~= nil then
if mouse.Target == LookPart then
Neck.C1 = CFrame.new(0, 0, 0)
Neck.C1 = (CFrame.new(oldCharacter.Head.Position, mouse.Hit.p)):toObjectSpace(oldCharacter.Torso.CFrame * Neck.C0);
Arm.C1 = CFrame.new(0, 0, 0)
Arm.C1 = (CFrame.new(oldCharacter["Right Arm"].Position, mouse.Hit.p)):toObjectSpace(oldCharacter.Torso.CFrame * Arm.C0 * CFrame.Angles(0, 0, -180) * CFrame.new(0, 1, -0.1));
end
end
wait()
end
CONCLUSION:
So how would I achieve this “Point / Axis” rotation while following the players mouse? Thanks.