Designing an FPS Framework: Beginner’s guide [PART 2]

can someone please give me the link to the exact spring module(the file isnt working for me)

Hey, I have a question, how do i make the bobbing faster?

increase the addition parameter

Is it possible that we can get a tutorial on view model collisions? Like where it pushes back when you walk up to a wall.

mb i forgot to reply to this one. well i dont play on making one in the near future. if there is it probably wouldnt be apart of this tutorial (ie not a part 3). but if you are looking forward to making one, there are multiple ways.

  1. cast a ray from the head to some distance where it matches the barrel’s Z position (relative to the head), and if the ray detects something move the viewmodel back depending on the offset.

  2. cast a ray from the barrel of the gun to some distance, if the ray detects something move the viewmodel back depending on the offset

Somethings to add:

Make it serversided, so all players are able to see whats going on…

Maybe make it tool based, so different tool equipped means yknow.

thats gonna be heavy on the server bro

hello so uhm whenever someone dies the arms just disappear when you respawn, and the old ones stay where you where before death. after the game yields because groza isnt in replicated storage

EDIT I FOUND THE REASON:
last tutorial you said startercharacter works too. just realized it kills the character meaning the script resets and cant find a viewmodel
if this happens to anyone move the script to starterplayerscripts:)

is there anyway to aim quicker? it takes like 3 seconds and it looks kinda goofy for me

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adjust the time parameter in the tweeninfo

Everything works great for me, but only the first bullet fired when clicking deals damage? The ones that get sent out when the button is held down after that don’t do it and I can’t find a fix

EDIT: I was an idiot and put the damage thing outside of the loop, consider this resolved

alright thank you ill do that soon

i did the sway as shown here but for some reason whenever i look up or down i end up getting flung… anyone know the cause of this issue?

Im guessing you have your viewmodel cancollide set to true, set it to false

solved the problem turns out it was cuz i had humanoid in the model :man_facepalming:

fixed it w changing the viewmodel’s collision group instead of removing humanoid since i needed that

What exactly deletes the bullet? I’m having a issue when i shoot it deletes the bullet and sometimes not.
This could quickly escalate to the wrong direction if too many parts are getting created.

I see that there are lines of code that disconnect and destroy the loop, bullet but it only works sometimes when hitting the enemy? :grimacing:

From what i found out. If i shoot in the sky it won’t delete. Any way around this?

The bullet gets deleted when it goes beyond a certain amount of studs or hits something.

Not really sure how it deletes “sometimes”.

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