Get cframe realitve to player?

From what I understand you want to get the cframe of the character and then relative from that cframe a left or right position?

If that is the case use

Character.HumanoidRootPart.CFrame.RightVector * 5 -- Right of the Character
Character.HumanoidRootPart.CFrame.LookVector * 5 -- Infront of the Character
Character.HumanoidRootPart.CFrame.RightVector * -5 -- Left of the Character

If by any chance you are trying to fire a bullet or a projectile at the Mouse.Origin but relative to the character

Projectile.Velocity =,Camera.Origin.Position).LookVector * 100

Also Usually with first person shooters, they use rays

Beautiful thing about rays, is you can cast it from an origin and then set a direction, so it’ll automatically make the ray relative to the character or guns position as long as you set one of those as it’s origin. The direction would just have to be the Mouse’s hit lookvector and how far you want the bullet to go

Mouse.Hit.LookVector * 100

Also as long as the persons always in first person the mouse.Hit.Position, will be the same as the camera’s origin

huh, ok
so heres my whole script:

	if UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) and not debounce then
		debounce = true
		local mousePosition = mouse.Hit.Position
		local firepoint = mouse.Hit.LookVector
		debounce = false


if ammoLeft > 0 and not reloading then
		local origin = firepoint + mousePosition.lookvector
		local direction = (mousePosition - origin).Unit
		caster:Fire(origin, direction, 1000, castBehavior)
		ammoLeft -= 1

Firepoint needs to be where its shooting from so, if its from a barrel it’d be


if it’s from a character it’d be




im using a firstperson arm thing, so the tool is actually dosn’t move at all, so i can’t use the things from the tool

Use the arm as the origin then

hmm i don’t think that works, i feel like i should just use mouse.origin because it goes wherever the camera is pointing at