So this is a script that allows your arms and head to follow your mouse. It works very well for what i’m making. I just can’t figure out how to replicate it to the server
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:wait() ; Character = Player.Character
local Torso = Character:WaitForChild'Torso'
local Neck = Torso:WaitForChild("Neck")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local Humanoid = Character:WaitForChild("Humanoid")
Humanoid.AutoRotate = false
local HMR = Character:WaitForChild("HumanoidRootPart")
local Mouse = Player:GetMouse()
local RC0 = CFrame.new(1, .5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
local RC1 = CFrame.new(-.5, .5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
local LC0 = CFrame.new(-1, .5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
local LC1 = CFrame.new(.5, .5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
local NeckC0 = Neck.C0
local NeckC1 = Neck.C1
game:GetService("RunService").RenderStepped:Connect(function()
--if equipped then
local rightX, rightY, rightZ = Character.Torso["Right Shoulder"].C0:ToEulerAnglesYXZ()
Character.Torso["Right Shoulder"].C0 = (Character.Torso["Right Shoulder"].C0 * CFrame.Angles(0, 0, -rightZ)) * CFrame.Angles(0, 0, math.asin((Mouse.Hit.p - Mouse.Origin.p).unit.y))
local leftX, leftY, leftZ = Character.Torso["Left Shoulder"].C0:ToEulerAnglesYXZ()
Character.Torso["Left Shoulder"].C0 = (Character.Torso["Left Shoulder"].C0 * CFrame.Angles(0, 0, -leftZ)) * CFrame.Angles(0, 0, math.asin((-Mouse.Hit.p - -Mouse.Origin.p).unit.y))
--end
end)