instead of .shove, you’re supposed to do :shove
POV: theres no uncopylock game
i want people to actually learn from my post and not skid so ye no open game
Facts, tho considering people have errors,problems,etc theres a-lot blocking a person from wanting to follow this.
Its a lose,win problem
i have answered most of the problems that people had and i put some requirements before people start following this tutorial. honestly if someone thinks that this tutorial is too hard then they need to master the requirement first before proceeding. i also provided some open source code in the replies, pretty sure its slightly outdated
Well i found something that work
game.Players.LocalPlayer:GetMouse().TargetFilter = Viewmodel -- your viewmodel here
this would probably need a whole other guide, but i can’t seem to figure out where to start on adding multiple guns to the system, i’d appreciate some help of any kind with this
Already asked by someone else,
So, to do that you can do , i know there more andvanced way to do it but huh
script.Parent.Equipped:Connect(function()
game["Run Service"]:BindToRenderStep("view_Model_render", Enum.RenderPriority.Camera.Value +1, function(dt)
--view model update function here such as Viewmodel.Primary.CFrame = workspace.CurrentCamera.CFrame
end)
script.Parent.Unequipped:Connect(function()
game["Run Service"]:UnbindFromRenderStep("view_Model_render");
workspace.CurrentCamera.Viewmodel:Destroy()
end)
end)
If anyone is having problems with aim not tweening and the aimalpha just snapping from 0 to 1, I had the same problem and switched to a numbervalue instead of int and it worked
hello! could you please tell me what colors are your script editor color codes (text, background,…etc) please?, they look very good :}
Sorry for the inconvenience, however, the swaying is not working for me. It does not throw any errors or warnings. It simply changes the walking animation:
I’m unsure what I could be doing wrong, as I have been comparing my script to yours for quite a while now.
My update func:
function module.update(viewmodel, dt, recoilSpring, bobbleSpring, swayingSpring, currentModel)
viewmodel.CameraBone.CFrame = game.Workspace.CurrentCamera.CFrame
local aimPart = currentModel:FindFirstChild("AimPart")
local bobble = Vector3.new(getBobbing(10), getBobbing(5), getBobbing(5))
local mouseDelta = UIS:GetMouseDelta()
local character = players.LocalPlayer.Character or players.LocalPlayer.CharacterAdded:Wait()
bobbleSpring:shove(bobble / 10 * (character.HumanoidRootPart.Velocity.Magnitude) / 10)
swayingSpring:shove(Vector3.new(-mouseDelta.X / 500, mouseDelta.Y / 200, 0))
local updatedRecoilSpring = recoilSpring:update(dt)
local updatedBobbleSpring = bobbleSpring:update(dt)
local updatedSwaySpring = bobbleSpring:update(dt)
aimPart.CFrame = aimPart.CFrame:Lerp(viewmodel.CameraBone.CFrame, game.ReplicatedStorage.SWATSys.Values.AimAlpha.Value)
viewmodel.CameraBone.CFrame = viewmodel.CameraBone.CFrame:ToWorldSpace(CFrame.new(updatedBobbleSpring.Y, updatedBobbleSpring.X, 0))
viewmodel.CameraBone.CFrame *= CFrame.new(updatedSwaySpring.X, updatedSwaySpring.Y, 0)
viewmodel.CameraBone.CFrame *= CFrame.Angles(math.rad(updatedRecoilSpring.X) * 2, 0, 0)
game.Workspace.CurrentCamera.CFrame *= CFrame.Angles(math.rad(updatedRecoilSpring.X), math.rad(updatedRecoilSpring.Y), math.rad(updatedRecoilSpring.Z))
end
Thanks in advance,
Fizzitix
Its not actually studio, I’m using VSCode
In the video you’re not swinging your camera around to show the sway, so I don’t really know how I would help you.
Nothing happens when I swing my camera around. I was walking to show how the sway changes the walking animation, and doesn’t do what its supposed to do.
Edit so I don’t have to reply: God, that was dumb, can’t believe I didn’t see that lmao. Thanks a lot!
I am having trouble here. Where do i put this line of script? nevermind, figured it out myself
can someone please give me the link to the exact spring module(the file isnt working for me)