BO6 Styled movement + prone explanation

(sorry if this is formatted really badly im new to the dev forum)
I decided to remake the Omni Movement from the new BO6 a few days ago and I thought it was good enough to make a post here about it

Explanation on how the proning animations work:
How the animations work is that theres 4 different proning animations based on the direction the player is facing
you wont need to fully rotate the poses, for example the ProneBack pose if you dont understand what im saying
image

then you should have a value that has your HRP’s lookvector * 100
that value should change whenever you move or whenever you want the plater facing forwards

now you should have 2 values
one for looking forwards and backwards
and another one for looking side to side
each value should look like this
(MVars.ProneLookVectorUnit is the value that has your HRP’s lookvector)

local LookDP = (Camera.CFrame.LookVector*Vector3.new(1,0,1)).Unit:Dot(MVars.ProneLookVector.Unit)
local RightDP = (Camera.CFrame.RightVector*Vector3.new(1,0,1)).Unit:Dot(MVars.ProneLookVector.Unit)

once you have these you can adjust your prone poses’ animation weight in a loop formatted like

-- This is for looking forwards, put a "-" for looking backwards
:AdjustWeight(math.clamp(LookDP, 0.001, 1))
-- This is for looking right, put a "-" for looking left
:AdjustWeight(math.clamp(RightDP, 0.001, 1))

sorry if this is explained very poorly

yeah thats pretty much it
thanks for looking
i really should find a better way to end my post

4 Likes

Wow that looks pretty cool! Nice job!! Maybe add sliding to it?

(I have no idea why the post above me is advertising a fake Minecraft movie.)

How did you make it so the player throws himself around, and how did you do the same with the camera?

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just use body velocity what i did is check if floor material is air and a keybind to prone and you get launched