The first video linked shows my gun system, and what happens when I try to use CFrame.Angles() to rotate my gun. The second video is a reference of what I want my system to look like
Here is my script:
local Offset = Vector3.new(math.rad(0), math.rad(0), math.rad(0))
local currentX = mouse.X
local currentY = mouse.Y
local X = 0
local Y = 0
local sens = 10
mouse.Move:Connect(function()
X = math.clamp(X - math.rad(cam.CFrame.LookVector.X - currentX) * sens, -0.25, 0.25)
Y = math.clamp(Y - math.rad(cam.CFrame.LookVector.Y - currentY) * sens, -0.25, 0.25)
Offset = Vector3.new(X, Y, 0)
currentX = cam.CFrame.LookVector.X
currentY = cam.CFrame.LookVector.Y
end)
run.RenderStepped:Connect(function()
gun:SetPrimaryPartCFrame(cam.CFrame * CFrame.Angles(Offset.Y, Offset.X, Offset.Z))
end)
(I am aware that the Y offset comes first in my CFrame.Angles, this is intentional because the gun was not rotating in the proper direction)
Have you tried CFrame.fromOrientation or changing the CFrame angle order?
CFrame.Angles(5,0,0)*CFrame.Angles(0,9,0)
Usually adding Z value to CFrame.Angles makes it weird because of the order, Z is applied first which messes up the X and Y rotation
CFrame.Angles ( number rx, number ry, number rz )
Equivalent to fromEulerAnglesXYZ
CFrame.fromEulerAnglesXYZ ( number rx, number ry, number rz )
Creates a rotated CFrame using angles (rx, ry, rz) in radians. Rotations are applied in Z, Y, X order.
Yes, I did change the order of the CFrame, but that’s not my issue. If you watch the 2 videos I sent above, there is a video of what my system looks like, and what I want it to look like
My reference video uses the exact script that I posted, including the CFrame’s new order
Looking at it it seems to be similar to a mouse delta sway script except that it “stays in place” with a certain angle limit.
First step is I would not use lookvector as its not based on mouse movement or delta rather on the current position of the camera.
I would probably start by adding a CFrame.Angles factor after the goal CFrame to make it stick in place rather than return back to its original position at center of screen.
LookVector is a vector, not an angle. I’m pretty sure that’s a big part of your problem. If you want to use XYZ rotations despite the many flaws, you can use CFrame.toEulerAnglesXYZ() to get the X Y Z angles of the CFrame.
XYZ rotations don’t contain enough data to accurately describe rotation. You can run into little flaws like axes flipping under certain circumstances.
It can take a little bit to learn, but the preferred method is quaternions or, my personal favorite, rotation matrices. You can keep going the way you’re doing it but you’ll want to learn quaternions or rotation matrices at some point.
I was going to link you to a good resource for matrices that would have been simple enough to educate a 5 year old, but unfortunately Roblox deleted it. Your best bet is to do some googling and find a guide you can understand. If you want me to spend some time writing an easy-to-understand tutorial on it, send me a DM and I’ll get to it over the weekend when I have time.
Like I mentioned though, until you run into problems with XYZ rotation, it’s fine to keep going until you’re ready to learn one of these other methods.