Hello. I am currently using this roblox gun kit → Weapons Kit | Roblox Creator Documentation
I cant seem to change the ofset of the shoulder camera to 0.
I want it to be in the center not to the left or right.
In the shoulder camera module, there is a line where all the constants (configurations) are
-- Configuration parameters (constants)
self.fieldOfView = 70
self.minPitch = math.rad(-80) -- min degrees camera can angle down
self.maxPitch = math.rad(80) -- max degrees camera can cangle up
self.normalOffset = Vector3.new(2.25,2.25,10.5) -- this is the camera's offset from the player
self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
self.normalCrosshairScale = 1
self.zoomedCrosshairScale = 0.75
self.defaultZoomFactor = 1
self.canZoom = true
self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 }
self.sprintInputs = { Enum.KeyCode.LeftShift }
self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
-- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
self.recoilDecay = 2 -- higher number means faster recoil decay rate
self.rotateCharacterWithCamera = true
self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
-- Walk speeds
self.zoomWalkSpeed = 6
self.normalWalkSpeed = 12
self.sprintingWalkSpeed = 14
if you change the x value for self.normalOffset, the camera will stop following the player and just freeze in the air while the player moves
–btw this is the line
self.normalOffset = Vector3.new(2.25 ,2.25,10.5)
if you change the x axis to 0 it breaks.
self.normalOffset = Vector3.new(0 ,2.25,10.5)
^breaks
I also found the line which uses the camera offset. The line uses the normal offset.X
local cameraYawRotationAndXOffset =
yawRotation * -- First rotate around the Y axis (look left/right)
xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player)
If you remove the line " * xOffset " it would break. It appears you need to have an offset or it would break. Ive been searching for a while now. first time i posted about this was last year. Im still searching for a solution.
here is the code for the entire module:
local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
local LocalPlayer = Players.LocalPlayer
if RunService:IsClient() then
while not LocalPlayer do
Players.PlayerAdded:Wait()
LocalPlayer = Players.LocalPlayer
end
end
local Settings = UserSettings()
local GameSettings = Settings.GameSettings
local CAMERA_RENDERSTEP_NAME = "ShoulderCameraUpdate"
local ZOOM_ACTION_NAME = "ShoulderCameraZoom"
local SPRINT_ACTION_NAME = "ShoulderCameraSprint"
local CONTROLLABLE_HUMANOID_STATES = {
[Enum.HumanoidStateType.Running] = true,
[Enum.HumanoidStateType.RunningNoPhysics] = true,
[Enum.HumanoidStateType.Freefall] = true,
[Enum.HumanoidStateType.Jumping] = true,
[Enum.HumanoidStateType.Swimming] = false,
[Enum.HumanoidStateType.Landed] = true
}
-- Gamepad thumbstick utilities
local k = 0.5
local lowerK = 0.9
local function SCurveTransform(t)
t = math.clamp(t, -1,1)
if t >= 0 then
return (k*t) / (k - t + 1)
end
return -((lowerK*-t) / (lowerK + t + 1))
end
local DEADZONE = 0.25
local function toSCurveSpace(t)
return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end
local function fromSCurveSpace(t)
return t/2 + 0.5
end
-- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation.
-- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference.
local function gamepadLinearToCurve(thumbstickPosition)
return Vector2.new(
math.clamp(math.sign(thumbstickPosition.X) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.X)))), -1, 1),
math.clamp(math.sign(thumbstickPosition.Y) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.Y)))), -1, 1))
end
-- Remove back accessories since they frequently block the camera
local function isBackAccessory(instance)
if instance and instance:IsA("Accessory") then
local handle = instance:WaitForChild("Handle", 5)
if handle and handle:IsA("Part") then
local bodyBackAttachment = handle:WaitForChild("BodyBackAttachment", 5)
if bodyBackAttachment and bodyBackAttachment:IsA("Attachment") then
return true
end
local waistBackAttachment = handle:WaitForChild("WaistBackAttachment", 5)
if waistBackAttachment and waistBackAttachment:IsA("Attachment") then
return true
end
end
end
return false
end
local function removeBackAccessoriesFromCharacter(character)
for _, child in ipairs(character:GetChildren()) do
coroutine.wrap(function()
if isBackAccessory(child) then
child:Destroy()
end
end)()
end
end
local descendantAddedConnection = nil
local function onCharacterAdded(character)
removeBackAccessoriesFromCharacter(character)
descendantAddedConnection = character.DescendantAdded:Connect(function(descendant)
coroutine.wrap(function()
if isBackAccessory(descendant) then
descendant:Destroy()
end
end)()
end)
end
local function onCharacterRemoving(character)
if descendantAddedConnection then
descendantAddedConnection:Disconnect()
descendantAddedConnection = nil
end
end
-- Set up the Local Player
if RunService:IsClient() then
if LocalPlayer.Character then
onCharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving)
end
local ShoulderCamera = {}
ShoulderCamera.__index = ShoulderCamera
ShoulderCamera.SpringService = nil
function ShoulderCamera.new(weaponsSystem)
local self = setmetatable({},ShoulderCamera)
self.weaponsSystem = weaponsSystem
-- Configuration parameters (constants)
self.fieldOfView = 70
self.minPitch = math.rad(-80) -- min degrees camera can angle down
self.maxPitch = math.rad(80) -- max degrees camera can cangle up
self.normalOffset = Vector3.new(2.25,2.25,10.5) -- this is the camera's offset from the player
self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
self.normalCrosshairScale = 1
self.zoomedCrosshairScale = 0.75
self.defaultZoomFactor = 1
self.canZoom = true
self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 }
self.sprintInputs = { Enum.KeyCode.LeftShift }
self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
-- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
self.recoilDecay = 2 -- higher number means faster recoil decay rate
self.rotateCharacterWithCamera = true
self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
-- Walk speeds
self.zoomWalkSpeed = 6
self.normalWalkSpeed = 12
self.sprintingWalkSpeed = 14
-- Current state
self.enabled = false
self.yaw = 0
self.pitch = 0
self.currentCFrame = CFrame.new()
self.currentOffset = self.normalOffset
self.currentRecoil = Vector2.new(0, 0)
self.currentMouseRadsPerPixel = self.mouseRadsPerPixel
self.currentTouchSensitivity = self.touchSensitivity
self.mouseLocked = true
self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch
self.currentTool = nil
self.sprintingInputActivated = false
self.desiredWalkSpeed = self.normalWalkSpeed
self.sprintEnabled = false -- true means player will move faster while doing sprint inputs
self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs
self.desiredFieldOfView = self.fieldOfView
-- Zoom variables
self.zoomedFromInput = false -- true if player has performed input to zoom
self.forcedZoomed = false -- ignores zoomedFromInput and canZoom
self.zoomState = false -- true if player is currently zoomed in
self.zoomAlpha = 0
self.hasScope = false
self.hideToolWhileZoomed = false
self.currentZoomFactor = self.defaultZoomFactor
self.zoomedFOV = self.fieldOfView
-- Gamepad variables
self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position
self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera)
self.lastThumbstickPos = Vector2.new(0, 0)
self.lastThumbstickTime = nil
self.currentGamepadSpeed = 0
self.lastGamepadVelocity = Vector2.new(0, 0)
-- Occlusion
self.lastOcclusionDistance = 0
self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance
self.defaultTimeUntilZoomOut = 0
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out
self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person
self.isZoomingOut = false
self.tweenOutTime = 0.2
self.curOcclusionTween = nil
self.occlusionTweenObject = nil
-- Side correction (when player is against a wall)
self.sideCorrectionGoalVector = nil
self.lastSideCorrectionMagnitude = 0
self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance
self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction)
self.defaultTimeUntilRevertSideCorrection = 0.75
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction
self.isRevertingSideCorrection = false
-- Datamodel references
self.eventConnections = {}
self.raycastIgnoreList = {}
self.currentCamera = nil
self.currentCharacter = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil -- used to get player's touch input for moving character
self.random = Random.new()
return self
end
function ShoulderCamera:setEnabled(enabled)
if self.enabled == enabled then
return
end
self.enabled = enabled
if self.enabled then
RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end)
ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs))
ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs))
table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end))
table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end))
table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end))
table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end))
self:onCurrentCharacterChanged(LocalPlayer.Character)
self:onCurrentCameraChanged(workspace.CurrentCamera)
-- Make transition to shouldercamera smooth by facing in same direction as previous camera
local cameraLook = self.currentCamera.CFrame.lookVector
self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z)
self.pitch = math.asin(cameraLook.Y)
self.currentCamera.CameraType = Enum.CameraType.Scriptable
self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor
workspace.CurrentCamera.CameraSubject = self.currentRootPart
self.occlusionTweenObject = Instance.new("NumberValue")
self.occlusionTweenObject.Name = "OcclusionTweenObject"
self.occlusionTweenObject.Parent = script
self.occlusionTweenObject.Changed:Connect(function(value)
self.lastOcclusionDistance = value
end)
-- Sets up weapon system to use camera for raycast direction instead of gun look vector
self.weaponsSystem.aimRayCallback = function()
local cameraCFrame = self.currentCFrame
return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500)
end
else
RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME)
ContextActionService:UnbindAction(ZOOM_ACTION_NAME)
ContextActionService:UnbindAction(SPRINT_ACTION_NAME)
if self.currentHumanoid then
self.currentHumanoid.AutoRotate = true
end
if self.currentCamera then
self.currentCamera.CameraType = Enum.CameraType.Custom
self.currentCamera.CameraSubject = self.currentHumanoid
end
self:updateZoomState()
self.yaw = 0
self.pitch = 0
for _, conn in pairs(self.eventConnections) do
conn:Disconnect()
end
self.eventConnections = {}
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
end
function ShoulderCamera:onRenderStep(dt)
if not self.enabled or
not self.currentCamera or
not self.currentCharacter or
not self.currentHumanoid or
not self.currentRootPart
then
return
end
-- Hide mouse and lock to center if applicable
if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseIconEnabled = false
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
-- Handle gamepad input
self:processGamepadInput(dt)
-- Smoothly zoom to desired values
if self.hasScope then
ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView })
else
ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView })
end
-- Handle walk speed changes
if self.sprintEnabled or self.slowZoomWalkEnabled then
self.desiredWalkSpeed = self.normalWalkSpeed
if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then
self.desiredWalkSpeed = self.sprintingWalkSpeed
end
if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then
self.desiredWalkSpeed = self.zoomWalkSpeed
end
ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed })
end
-- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation
local rootPartPos = self.currentRootPart.CFrame.Position
local rootPartUnrotatedCFrame = CFrame.new(rootPartPos)
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0)
local xOffset = CFrame.new(CameraSideOfset--[[self.normalOffset.X]], 0, 0)
local yOffset = CFrame.new(0, self.normalOffset.Y, 0)
local zOffset = CFrame.new(0, 0, self.normalOffset.Z)
local collisionRadius = self:getCollisionRadius()
local cameraYawRotationAndXOffset =
yawRotation * -- First rotate around the Y axis (look left/right)
xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player)
local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
-- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall)
local vecToFocus = cameraFocus.p - rootPartPos
local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius))
local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList)
local currentTime = tick()
local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0)
if hitPart then
hitPoint = hitPoint + (hitNormal * collisionRadius)
sideCorrectionGoalVector = hitPoint - cameraFocus.p
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left)
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly
elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection
end
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
else
self.isRevertingSideCorrection = true
end
elseif self.lastSideCorrectionMagnitude ~= 0 then
self.isRevertingSideCorrection = true
end
if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right)
if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then
self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame
end
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then
local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier
self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
end
end
end
-- Update cameraFocus to reflect side correction
cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude)
cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
self.currentCamera.Focus = cameraFocus
-- Calculate and apply CFrame for camera
local cameraCFrameInSubjectSpace =
cameraYawRotationAndXOffset *
pitchRotation * -- rotate around the X axis (look up/down)
yOffset * -- move camera up/vertically
zOffset -- move camera back
self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace
-- Move camera forward if zoomed in
if self.zoomAlpha > 0 then
local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded
self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha)
end
self.currentCamera.CFrame = self.currentCFrame
-- Handle occlusion
local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList)
if occlusionDistance > 1e-5 then
occlusionDistance = occlusionDistance + collisionRadius
end
if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player
if self.curOcclusionTween ~= nil then
self.curOcclusionTween:Cancel()
self.curOcclusionTween = nil
end
if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly
elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut
end
if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then
self.timeLastPoppedWayIn = currentTime
end
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
else -- make it hard/slow for camera to zoom out
self.isZoomingOut = true
if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame
self.lastOcclusionReachedTime = currentTime
end
-- If occlusion pops camera in to almost first person for a short time, pop out instantly
if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then
self.timeLastPoppedWayIn = 0
end
end
-- Update occlusion amount if timeout time has passed
if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then
if self.curOcclusionTween == nil then
self.occlusionTweenObject.Value = self.lastOcclusionDistance
local tweenInfo = TweenInfo.new(self.tweenOutTime)
local goal = {}
goal.Value = self.lastOcclusionDistance - self.normalOffset.Z
self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal)
self.curOcclusionTween:Play()
end
end
-- Apply occlusion to camera CFrame
local currentOffsetDir = self.currentCFrame.LookVector.Unit
self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance)
self.currentCamera.CFrame = self.currentCFrame
-- Apply recoil decay
self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt)
if self:isHumanoidControllable() and self.rotateCharacterWithCamera then
self.currentHumanoid.AutoRotate = false
self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera
self:applyRootJointFix()
else
self.currentHumanoid.AutoRotate = true
end
self:handlePartTransparencies()
self:handleTouchToolFiring()
end
-- This function keeps the held weapon from bouncing up and down too much when you move
function ShoulderCamera:applyRootJointFix()
if self.rootJoint then
local translationScale = self.zoomState and Vector3.new(0.25, 0.25, 0.25) or Vector3.new(0.5, 0.5, 0.5)
local rotationScale = self.zoomState and 0.15 or 0.2
local rootRotation = self.rootJoint.Part0.CFrame - self.rootJoint.Part0.CFrame.Position
local rotation = self.rootJoint.Transform - self.rootJoint.Transform.Position
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local leadRotation = rootRotation:toObjectSpace(yawRotation)
local rotationFix = self.rootRigAttach.CFrame
if self:isHumanoidControllable() then
rotationFix = self.rootJoint.Transform:inverse() * leadRotation * rotation:Lerp(CFrame.new(), 1 - rotationScale) + (self.rootJoint.Transform.Position * translationScale)
end
self.rootJoint.C0 = CFrame.new(self.rootJoint.C0.Position, self.rootJoint.C0.Position + rotationFix.LookVector.Unit)
end
end
function ShoulderCamera:sprintFromTouchInput()
local moveVector = nil
local activeController = nil
local activeControllerIsTouch = nil
if self.controlModule then
moveVector = self.controlModule:GetMoveVector()
activeController = self.controlModule:GetActiveController()
end
if moveVector and activeController then
activeControllerIsTouch = activeController.thumbstickFrame ~= nil or activeController.thumbpadFrame ~= nil
end
if activeControllerIsTouch then
return (moveVector and moveVector.Magnitude >= 0.9)
else
return false
end
end
function ShoulderCamera:sprintFromGamepadInput()
return self.movementPan.Magnitude > 0.9
end
function ShoulderCamera:onCurrentCharacterChanged(character)
self.currentCharacter = character
if self.currentCharacter then
self.raycastIgnoreList[1] = self.currentCharacter
self.currentHumanoid = character:WaitForChild("Humanoid")
self.currentRootPart = character:WaitForChild("HumanoidRootPart")
self.rootRigAttach = self.currentRootPart:WaitForChild("RootRigAttachment")
self.rootJoint = character:WaitForChild("LowerTorso"):WaitForChild("Root")
self.currentWaist = character:WaitForChild("UpperTorso"):WaitForChild("Waist")
self.currentWrist = character:WaitForChild("RightHand"):WaitForChild("RightWrist")
self.wristAttach0 = character:WaitForChild("RightLowerArm"):WaitForChild("RightWristRigAttachment")
self.wristAttach1 = character:WaitForChild("RightHand"):WaitForChild("RightWristRigAttachment")
self.rightGripAttachment = character:WaitForChild("RightHand"):WaitForChild("RightGripAttachment")
self.currentTool = character:FindFirstChildOfClass("Tool")
self.eventConnections.humanoidDied = self.currentHumanoid.Died:Connect(function()
self.zoomedFromInput = false
self:updateZoomState()
end)
self.eventConnections.characterChildAdded = character.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
self.currentTool = child
self:updateZoomState()
end
end)
self.eventConnections.characterChildRemoved = character.ChildRemoved:Connect(function(child)
if child:IsA("Tool") and self.currentTool == child then
self.currentTool = character:FindFirstChildOfClass("Tool")
self:updateZoomState()
end
end)
if Players.LocalPlayer then
local PlayerScripts = Players.LocalPlayer:FindFirstChild("PlayerScripts")
if PlayerScripts then
local PlayerModule = PlayerScripts:FindFirstChild("PlayerModule")
if PlayerModule then
self.controlModule = require(PlayerModule:FindFirstChild("ControlModule"))
end
end
end
else
if self.eventConnections.humanoidDied then
self.eventConnections.humanoidDied:Disconnect()
self.eventConnections.humanoidDied = nil
end
if self.eventConnections.characterChildAdded then
self.eventConnections.characterChildAdded:Disconnect()
self.eventConnections.characterChildAdded = nil
end
if self.eventConnections.characterChildRemoved then
self.eventConnections.characterChildRemoved:Disconnect()
self.eventConnections.characterChildRemoved = nil
end
self.currentTool = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil
end
end
function ShoulderCamera:onCurrentCameraChanged(camera)
if self.currentCamera == camera then
return
end
self.currentCamera = camera
if self.currentCamera then
self.raycastIgnoreList[2] = self.currentCamera
if self.eventConnections.cameraTypeChanged then
self.eventConnections.cameraTypeChanged:Disconnect()
self.eventConnections.cameraTypeChanged = nil
end
self.eventConnections.cameraTypeChanged = self.currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
if self.enabled then
self.currentCamera.CameraType = Enum.CameraType.Scriptable
end
end)
end
end
function ShoulderCamera:isHumanoidControllable()
if not self.currentHumanoid then
return false
end
local humanoidState = self.currentHumanoid:GetState()
return CONTROLLABLE_HUMANOID_STATES[humanoidState] == true
end
function ShoulderCamera:getCollisionRadius()
if not self.currentCamera then
return 0
end
local viewportSize = self.currentCamera.ViewportSize
local aspectRatio = viewportSize / viewportSize.Y
local fovRads = math.rad(self.fieldOfView)
local imageHeight = math.tan(fovRads) * math.abs(self.currentCamera.NearPlaneZ)
local imageWidth = imageHeight * aspectRatio
local cornerPos = Vector3.new(imageWidth, imageHeight, self.currentCamera.NearPlaneZ)
return cornerPos.Magnitude
end
function ShoulderCamera:penetrateCast(ray, ignoreList)
local tries = 0
local hitPart, hitPoint, hitNormal, hitMaterial = nil, ray.Origin + ray.Direction, Vector3.new(0, 1, 0), Enum.Material.Air
while tries < 50 do
tries = tries + 1
hitPart, hitPoint, hitNormal, hitMaterial = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false, true)
if hitPart and not hitPart.CanCollide then
table.insert(ignoreList, hitPart)
else
break
end
end
return hitPart, hitPoint, hitNormal, hitMaterial
end
function ShoulderCamera:getRelativePitch()
if self.currentRootPart then
local pitchRotation = CFrame.Angles(self.pitch, 0, 0)
local relativeRotation = self.currentRootPart.CFrame:toObjectSpace(pitchRotation)
local relativeLook = relativeRotation.lookVector
local angle = math.asin(relativeLook.Y)
return math.clamp(angle, self.minPitch, self.maxPitch)
end
return self.pitch
end
function ShoulderCamera:getCurrentFieldOfView()
if self.zoomState then
return self.zoomedFOV
else
return self.fieldOfView
end
end
function ShoulderCamera:handlePartTransparencies()
local partsLookup = {}
local accoutrementsLookup = {}
for _, child in pairs(self.currentCharacter:GetChildren()) do
local hidden = false
if child:IsA("BasePart") then
hidden = partsLookup[child.Name] == true
child.LocalTransparencyModifier = hidden and 1 or 0
elseif child:IsA("Accoutrement") then
local descendants = child:GetDescendants()
local accoutrementParts = {}
for _, desc in pairs(descendants) do
if desc:IsA("Attachment") and accoutrementsLookup[desc.Name] then
hidden = true
elseif desc:IsA("BasePart") then
table.insert(accoutrementParts, desc)
end
end
for _, part in pairs(accoutrementParts) do
part.LocalTransparencyModifier = hidden and 1 or 0
end
elseif child:IsA("Tool") then
hidden = self.zoomState and (self.hasScope or self.hideToolWhileZoomed)
for _, part in pairs(child:GetDescendants()) do
if part:IsA("BasePart") then
part.LocalTransparencyModifier = hidden and 1 or 0
end
end
end
end
end
function ShoulderCamera:setSprintEnabled(enabled)
self.sprintEnabled = enabled
end
function ShoulderCamera:setSlowZoomWalkEnabled(enabled)
self.slowZoomWalkEnabled = enabled
end
function ShoulderCamera:setHasScope(hasScope)
if self.hasScope == hasScope then
return
end
self.hasScope = hasScope
self:updateZoomState()
end
function ShoulderCamera:onSprintAction(actionName, inputState, inputObj)
self.sprintingInputActivated = inputState == Enum.UserInputState.Begin
end
-- Zoom related functions
function ShoulderCamera:isZoomed()
return self.zoomState
end
function ShoulderCamera:setHideToolWhileZoomed(hide)
self.hideToolWhileZoomed = hide
end
function ShoulderCamera:setZoomFactor(zoomFactor)
self.currentZoomFactor = zoomFactor
local nominalFOVRadians = math.rad(self.fieldOfView)
local nominalImageHeight = math.tan(nominalFOVRadians / 2)
local zoomedImageHeight = nominalImageHeight / self.currentZoomFactor
self.zoomedFOV = math.deg(math.atan(zoomedImageHeight) * 2)
self:updateZoomState()
end
function ShoulderCamera:resetZoomFactor()
self:setZoomFactor(self.defaultZoomFactor)
end
function ShoulderCamera:setForceZoomed(zoomed)
if self.forcedZoomed == zoomed then return end
self.forcedZoomed = zoomed
self:updateZoomState()
end
function ShoulderCamera:setZoomedFromInput(zoomedFromInput)
if self.zoomedFromInput == zoomedFromInput or (self.currentHumanoid and self.currentHumanoid:GetState() == Enum.HumanoidStateType.Dead) then
return
end
self.zoomedFromInput = zoomedFromInput
self:updateZoomState()
end
function ShoulderCamera:updateZoomState()
local isZoomed = self.forcedZoomed
if self.canZoom and not self.forcedZoomed then
isZoomed = self.zoomedFromInput
end
if not self.enabled or not self.currentTool then
isZoomed = false
end
self.zoomState = isZoomed
self.currentMouseRadsPerPixel = isZoomed and self.zoomedMouseRadsPerPixel or self.mouseRadsPerPixel
self.currentTouchSensitivity = isZoomed and self.zoomedTouchSensitivity or self.touchSensitivity
if self.weaponsSystem and self.weaponsSystem.gui then
self.weaponsSystem.gui:setCrosshairScaleTarget(self.zoomState and self.zoomedCrosshairScale or self.normalCrosshairScale)
self.weaponsSystem.gui:setCrosshairEnabled(not self.zoomState or not self.hasScope)
self.weaponsSystem.gui:setScopeEnabled(self.zoomState and self.hasScope)
if self.currentTool then
self.currentTool.ManualActivationOnly = self.zoomState and self.hasScope and UserInputService.TouchEnabled
end
end
if self.currentCamera then
self.desiredFieldOfView = self:getCurrentFieldOfView()
end
end
function ShoulderCamera:onZoomAction(actionName, inputState, inputObj)
if not self.enabled or not self.canZoom or not self.currentCamera or not self.currentCharacter or not self.weaponsSystem.currentWeapon then
self:setZoomedFromInput(false)
return Enum.ContextActionResult.Pass
end
self:setZoomedFromInput(inputState == Enum.UserInputState.Begin)
return Enum.ContextActionResult.Sink
end
-- Recoil related functions
function ShoulderCamera:setCurrentRecoilIntensity(x, y)
self.currentRecoil = Vector2.new(x, y)
end
function ShoulderCamera:addRecoil(recoilAmount)
self.currentRecoil = self.currentRecoil + recoilAmount
end
-- Input related functions
function ShoulderCamera:applyInput(yaw, pitch)
local yInvertValue = UserGameSettings:GetCameraYInvertValue()
self.yaw = self.yaw + yaw
self.pitch = math.clamp(self.pitch + pitch * yInvertValue, self.minPitch, self.maxPitch)
end
function ShoulderCamera:processGamepadInput(dt)
local gamepadPan = self.gamepadPan
if gamepadPan then
gamepadPan = gamepadLinearToCurve(gamepadPan)
if gamepadPan.X == 0 and gamepadPan.Y == 0 then
self.lastThumbstickTime = nil
if self.lastThumbstickPos.X == 0 and self.lastThumbstickPos.Y == 0 then
self.currentGamepadSpeed = 0
end
end
local finalConstant = 0
local currentTime = tick()
if self.lastThumbstickTime then
local elapsed = (currentTime - self.lastThumbstickTime) * 10
self.currentGamepadSpeed = self.currentGamepadSpeed + (6 * ((elapsed ^ 2) / 0.7))
if self.currentGamepadSpeed > 6 then self.currentGamepadSpeed = 6 end
if self.lastGamepadVelocity then
local velocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)
local velocityDeltaMag = (velocity - self.lastGamepadVelocity).Magnitude
if velocityDeltaMag > 12 then
self.currentGamepadSpeed = self.currentGamepadSpeed * (20 / velocityDeltaMag)
if self.currentGamepadSpeed > 6 then
self.currentGamepadSpeed = 6
end
end
end
finalConstant = GameSettings.GamepadCameraSensitivity * self.currentGamepadSpeed * dt
self.lastGamepadVelocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)
end
self.lastThumbstickPos = gamepadPan
self.lastThumbstickTime = currentTime
local yawInput = -gamepadPan.X * finalConstant * self.gamepadSensitivityModifier.X
local pitchInput = finalConstant * gamepadPan.Y * GameSettings:GetCameraYInvertValue() * self.gamepadSensitivityModifier.Y
self:applyInput(yawInput, pitchInput)
end
end
function ShoulderCamera:handleTouchToolFiring()
if self.touchObj then
if self.lastTapEndTime then -- and not (self.zoomState and self.hasScope) then
local touchTime = tick() - self.lastTapEndTime
if touchTime < self.touchDelayTime and self.currentTool and self.touchPanAccumulator.Magnitude < 0.5 and not self.firingTool and not self.applyingTouchPan then
self.firingTool = true
self.currentTool:Activate()
end
end
else
if self.currentTool and self.firingTool then
self.currentTool:Deactivate()
end
self.firingTool = false
end
end
function ShoulderCamera:isTouchPositionForCamera(pos)
if LocalPlayer then
local guiObjects = LocalPlayer.PlayerGui:GetGuiObjectsAtPosition(pos.X, pos.Y)
for _, guiObject in ipairs(guiObjects) do
if guiObject.Name == "DynamicThumbstickFrame" then
return false
end
end
return true
end
return false
end
function ShoulderCamera:onInputBegan(inputObj, wasProcessed)
if self.touchObj then
self.touchObj = nil
wasProcessed = false
end
if inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
self.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
self.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
elseif inputObj.UserInputType == Enum.UserInputType.Touch then
local touchStartPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
if not wasProcessed and self:isTouchPositionForCamera(touchStartPos) and not self.touchObj then
self.touchObj = inputObj
self.touchStartTime = tick()
self.eventConnections.touchChanged = inputObj.Changed:Connect(function(prop)
if prop == "Position" then
local touchTime = tick() - self.touchStartTime
local newTouchPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
local delta = (newTouchPos - touchStartPos) * self.currentTouchSensitivity
local yawInput = -delta.X
local pitchInput = -delta.Y
if self.touchPanAccumulator.Magnitude > 0.01 and touchTime > self.touchDelayTime then
if not self.applyingTouchPan then
self.applyingTouchPan = true
self.touchPanAccumulator = Vector2.new(0, 0)
end
end
self:applyInput(yawInput, pitchInput)
self.touchPanAccumulator = self.touchPanAccumulator + Vector2.new(yawInput, pitchInput)
touchStartPos = newTouchPos
end
end)
end
end
end
function ShoulderCamera:onInputChanged(inputObj, wasProcessed)
if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
local yawInput = -inputObj.Delta.X * self.currentMouseRadsPerPixel.X
local pitchInput = -inputObj.Delta.Y * self.currentMouseRadsPerPixel.Y
self:applyInput(yawInput, pitchInput)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
self.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
self.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
end
end
function ShoulderCamera:onInputEnded(inputObj, wasProcessed)
if inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
self.gamepadPan = Vector2.new(0, 0)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
self.movementPan = Vector2.new(0, 0)
elseif inputObj.UserInputType == Enum.UserInputType.Touch then
if self.touchObj == inputObj then
if self.eventConnections and self.eventConnections.touchChanged then
self.eventConnections.touchChanged:Disconnect()
self.eventConnections.touchChanged = nil
end
local touchTime = tick() - self.touchStartTime
if self.currentTool and self.firingTool then
self.currentTool:Deactivate()
elseif self.zoomState and self.hasScope and touchTime < self.touchDelayTime and not self.applyingTouchPan then
self.currentTool:Activate() -- this makes sure to shoot the sniper with a single tap when it is zoomed in
self.currentTool:Deactivate()
end
self.firingTool = false
self.touchPanAccumulator = Vector2.new(0, 0)
if touchTime < self.touchDelayTime and not self.applyingTouchPan then
self.lastTapEndTime = tick()
else
self.lastTapEndTime = nil
end
self.applyingTouchPan = false
self.gamepadPan = Vector2.new(0, 0)
self.touchObj = nil
end
end
end
return ShoulderCamera