Why is setposition not working? it literally change nothing in the positions, its still offset.
It only happen for those 2 buttons
this reload button works perfectly fine
here the 3 scripts for all of them
sprint:
local player = game.Players.LocalPlayer
local contextActionService = game:GetService("ContextActionService")
local RunToggle = true
contextActionService:BindAction("Run",function(name,state)
if state == Enum.UserInputState.Begin then
local char = player.Character
if RunToggle then
if char then
char:WaitForChild("Humanoid").WalkSpeed = 22
end
RunToggle = false
else
RunToggle = true
if char then
char:WaitForChild("Humanoid").WalkSpeed = 16
end
end
end
return Enum.ContextActionResult.Pass
end,true,Enum.KeyCode.LeftShift,Enum.KeyCode.RightShift)
contextActionService:SetTitle("Run","Sprint")
contextActionService:SetPosition("Run", UDim2.new(0.3,0,0.2,0))
crouch
local player = {}
local input = {}
local animation = {}
crouch_animation = "rbxassetid://13145534892"
local players = game:GetService("Players")
local runservice = game:GetService("RunService")
local userinput = game:GetService("UserInputService")
local contextActionService = game:GetService("ContextActionService")
do -- player
local players = game:GetService('Players')
local PLAYER = players.LocalPlayer
player = setmetatable({}, {__index = function(k)
return rawget(player, k) or PLAYER:FindFirstChild(tostring(k))
end})
local function onCharacter(character)
wait()
player.character = character
player.mouse = PLAYER:GetMouse()
player.backpack = PLAYER:WaitForChild "Backpack"
player.humanoid = player.character:WaitForChild "Humanoid"
player.torso = player.character:WaitForChild "Torso"
player.alive = true
script.crouch.AnimationId = crouch_animation
repeat wait() until player.humanoid.Parent == player.character and player.character:IsDescendantOf(game)
animation.crouch = player.humanoid:LoadAnimation(script:WaitForChild"crouch")
input.stance = "stand"
local onDied onDied = player.humanoid.Died:connect(function()
player.alive = false
onDied:disconnect()
if animation.crouch then
animation.crouch:Stop(.2)
end
end)
end
if PLAYER.Character then
onCharacter(PLAYER.Character)
end
PLAYER.CharacterAdded:connect(onCharacter)
end
do -- input
input.stance = "stand"
local sprinting = false
local default_right = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
local default_left = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
runservice.RenderStepped:connect(function()
if animation.crouch then
if animation.crouch.IsPlaying then
animation.crouch:AdjustSpeed(Vector3.new(player.torso.Velocity.x, 0, player.torso.Velocity.z).magnitude/10)
end
end
end)
userinput.TextBoxFocused:connect(function()
if sprinting then
sprinting = false
player.humanoid.WalkSpeed = 16
end
end)
contextActionService:BindAction("Crouch",function(name,state)
if state == Enum.UserInputState.Begin then
if input.stance == "crouch" then
player.humanoid.HipHeight = 0
player.humanoid.WalkSpeed = 16
animation.crouch:Stop(.2)
input.stance = "stand"
print("stopping if crouching")
else
input.stance = "crouch"
print(input.stance)
player.humanoid.HipHeight = -1
player.humanoid.WalkSpeed = 16 * 0.3
animation.crouch:Play(.2)
print("playing if standing")
end
end
return Enum.ContextActionResult.Pass
end,true)
contextActionService:SetPosition("Crouch", UDim2.new(0.3,0,0.4,0))
contextActionService:SetTitle("Crouch","Crouch")
end
reload button that only setposition actually work
ContextActionService:BindAction("Reload",function(name,state)
if state == Enum.UserInputState.Begin then
self:reload()
end
return Enum.ContextActionResult.Pass
end,true)
ContextActionService:SetPosition("Reload", UDim2.new(0.3,0,0.16,0))
ContextActionService:SetTitle("Reload","Reload")
cant put whole reload script because its over 970 line