The user looks different for each player because it uses each client’s input and renders to them individually with camera magic.
Required much more mathematics than I was expecting. Took a while to get it to work on every surface and at every angle but it works exactly as intended now and it can fragment any part. Also made the sniper which produces the fragmentation, as well as the (working) chess board in the image.
Things to note, if you’re wondering why the fragment is smaller than usual it’s because it can only be as big as the part you’re shooting, therefore everytime you shoot the same part, the fragments will get smaller and smaller (I’ll try and fix this at some point). Also it only fragments one part a time, so if there’s another part behind it then that one won’t be fragmented.
Not going to open source it just yet however I plan to once I’ve done ironing out some of the minor issues with the fragmentation and optimized the camouflage (Increasing its resolution causes major FPS drop at the moment).
Yeah I see, yours does look a lot cleaner than mine. Mine doesn’t exactly cut out a defined box so it’s a bit different to your method. I said I wasn’t going to open source mine right now but I probably won’t work on it much so here it is: http://pastebin.com/GuBQYEuJ
I scripted it to work for only one player but I could easily adapt it to work with multiple players, I’d just have to make it ignore other players with the camouflage also active. I’ll probably add that to the place today or tomorrow when I have some time.