I’m pretty sure he’s looking for an R6 version of this, this script is meant for R15 rigs.
Hello, sorry for the bump, but how did you do it? I don’t know how to use “self” and what i found in devforum doesn’t explain why studio says "unknown global ’ self ’ " i really like this arm pointing to camera (or mouse) effect
You can do
local Char = game.Players.LocalPlayer.Character;
and replace every
self.char
with
Char
I made some changes so the arms point their bottom face instead of front but it worked, thanks!!
i just changed self.Right arm to this :
local run = game:GetService("RunService")
local equipped = false
local player = game.Players.LocalPlayer
local char = game.Players.LocalPlayer.Character
repeat wait() until player.Character
print(player.Name)
local mouse = game.Players.LocalPlayer:GetMouse()
local Torso = game.Players.LocalPlayer.Character.Torso
local RightArm = game.Players.LocalPlayer.Character['Right Arm']
script.Parent.Equipped:Connect(function()
run.RenderStepped:Connect(function()
equipped = true
local rightX, rightY, rightZ = Torso["Right Shoulder"].C0:ToEulerAnglesYXZ()
Torso["Right Shoulder"].C0 = (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 = Torso["Left Shoulder"].C0:ToEulerAnglesYXZ()
Torso["Left Shoulder"].C0 = (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)
script.Parent.Equipped:Connect(function()
game.ReplicatedStorage.ConnectM6D:FireServer(WeaponTool.BodyAttach)
RightArm.ToolGrip.Part0 = RightArm
RightArm.ToolGrip.Part1 = WeaponTool.BodyAttach
end)
WeaponTool.Unequipped:Connect(function()
game.ReplicatedStorage.DisconnectM6D:FireServer()
end)
Good idea, I isolated the mouse following parts of the scripts you’re referring to, specifically the pistol’s scripts from the following game.
https://www.roblox.com/games/203885589/Combat
--LOCAL
local replicated = game:GetService("ReplicatedStorage")
local remote = replicated:WaitForChild("RemoteEvent")
local run = game:GetService("RunService")
local players = game:GetService("Players")
local player = players.LocalPlayer
local mouse = player:GetMouse()
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local root = character:WaitForChild("HumanoidRootPart")
local head = character:WaitForChild("Head")
local torso, rightArm, neck, rightShoulder
if humanoid.RigType == Enum.HumanoidRigType.R6 then
torso = character:WaitForChild("Torso")
rightArm = character:WaitForChild("Right Arm")
neck = torso:WaitForChild("Neck")
rightShoulder = rightArm:WaitForChild("Right Shoulder")
elseif humanoid.RigType == Enum.HumanoidRigType.R15 then
torso = character:WaitForChild("UpperTorso")
rightArm = character:WaitForChild("RightUpperArm")
neck = head:WaitForChild("Neck")
rightShoulder = rightArm:WaitForChild("RightShoulder")
end
local function onRenderStep()
local state = humanoid:GetState()
if not state then return end
if state == Enum.HumanoidStateType.Swimming then return end
local mousePosition = mouse.Hit.Position
local toMouse = (mousePosition - head.Position).Unit
local angle = math.acos(toMouse:Dot(Vector3.new(0, 1, 0)))
local neckAngle = angle
if math.deg(neckAngle) > 110 then
neckAngle = math.rad(110)
end
if humanoid.RigType == Enum.HumanoidRigType.R6 then
neck.C0 = CFrame.new(0, 1, 0) * CFrame.Angles(math.pi - neckAngle, math.pi, 0)
elseif humanoid.RigType == Enum.HumanoidRigType.R15 then
neck.C0 = CFrame.new(0, 0.84, 0) * CFrame.Angles(math.pi/2 - neckAngle, 0, 0)
end
local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new(torso.Size.X/2 + rightArm.Size.X/2, torso.Size.Y/2 - rightArm.Size.Z/2, 0))
local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1, 0, 1)).Unit
local look = (torso.CFrame.lookVector * Vector3.new(1, 0, 1)).Unit
local lateralAngle = math.acos(toMouseArm:Dot(look))
if tostring(lateralAngle) == "-1.#IND" then
lateralAngle = 0
end
if state == Enum.HumanoidStateType.Seated then
local cross = root.CFrame.lookVector:Cross(toMouseArm)
if lateralAngle > math.pi/2 then
lateralAngle = math.pi/2
end
if cross.Y < 0 then
lateralAngle = -lateralAngle
end
end
if humanoid.RigType == Enum.HumanoidRigType.R6 then
rightShoulder.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(math.pi/2 - angle, math.pi/2 + lateralAngle, 0)
elseif humanoid.RigType == Enum.HumanoidRigType.R15 then
rightShoulder.C0 = CFrame.new(1.25, 0.5, 0) * CFrame.Angles(math.pi/2 - angle, lateralAngle, 0)
end
if state ~= Enum.HumanoidStateType.Seated then
root.CFrame = CFrame.lookAt(root.Position, root.Position + (Vector3.new(mousePosition.X, root.Position.Y, mousePosition.Z) - root.Position).Unit)
end
remote:FireServer(neck.C0, rightShoulder.C0)
end
run.RenderStepped:Connect(onRenderStep)
--SERVER
local replicated = game:GetService("ReplicatedStorage")
local remote = replicated.RemoteEvent
local function onRemoteFired(player, neckC0, rightShoulderC0)
local character = player.Character
if not character then return end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then return end
if humanoid.Health <= 0 then return end
if humanoid.RigType == Enum.HumanoidRigType.R6 then
local torso = character.Torso
local neck = torso.Neck
local rightShoulder = torso["Right Shoulder"]
neck.C0 = neckC0
rightShoulder.CO = rightShoulderC0
elseif humanoid.RigType == Enum.HumanoidRigType.R15 then
local head = character.Head
local neck = head.Neck
local rightArm = character.RightUpperArm
local rightShoulder = rightArm.RightShoulder
neck.C0 = neckC0
rightShoulder.C0 = rightShoulder.C0
end
end
remote.OnServerEvent:Connect(onRemoteFired)
Here’s the place file for anyone that may need it.
Mouse.rbxl (27.9 KB)
Since you did not say what in the vid you wanted to make, I will assume you meant the effect of the sword, it is just a simple trail with two attachments and a decal…
Then as he is running it makes the trail.
The arms movement, how you can move so freely
It just looks like a custom animation…
It seems when I run the mouse.rbxl , the players right shoulder has a gap from the body…
It isn’t moving arms would just fall, and the user can control them there.
I managed to cloned left shoulder and right shoulder welded and parented to the head and make the neck move up and down by the camera with RunService.RenderStepped also use RunService.Stepped to update the animation from the real joint to fake joint
Put this script in StarterCharacterScripts
--R6 Only
local RunService = game:GetService("RunService")
local camera = workspace.CurrentCamera
local character = script.Parent
local torso = character:WaitForChild("Torso")
local head = character:WaitForChild("Head")
local rightShoulder = torso:WaitForChild("Right Shoulder")
local leftShoulder = torso:WaitForChild("Left Shoulder")
local neck = torso:WaitForChild("Neck")
local rightShoulderCopy = Instance.new("Motor6D")
rightShoulderCopy.C0 = CFrame.new(1.5, -1, 0) * rightShoulder.C0.Rotation
rightShoulderCopy.C1 = CFrame.new(0, .5, 0) * rightShoulder.C1.Rotation
rightShoulderCopy.Part1 = rightShoulder.Part1
rightShoulderCopy.Name = "RightShoulderCopy"
rightShoulderCopy.Archivable = false
rightShoulderCopy.Part0 = head
rightShoulderCopy.Parent = head
local leftShoulderCopy = Instance.new("Motor6D")
leftShoulderCopy.C0 = CFrame.new(-1.5, -1, 0) * leftShoulder.C0.Rotation
leftShoulderCopy.C1 = CFrame.new(0, .5, 0) * leftShoulder.C1.Rotation
leftShoulderCopy.Part1 = leftShoulder.Part1
leftShoulderCopy.Name = "LeftShoulderCopy"
leftShoulderCopy.Archivable = false
leftShoulderCopy.Part0 = head
leftShoulderCopy.Parent = head
rightShoulder.Enabled = false
leftShoulder.Enabled = false
RunService.RenderStepped:Connect(function()
neck.C0 = CFrame.new(0, 1.5, 0) * CFrame.Angles(math.asin((camera.Focus.Position - camera.CFrame.Position).Unit.Y), 0, 0)
neck.C1 = CFrame.new()
end)
RunService.Stepped:Connect(function()
rightShoulderCopy.Transform = rightShoulder.Transform
leftShoulderCopy.Transform = leftShoulder.Transform
end)
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
local _camera = workspace.CurrentCamera
if _camera then
camera = _camera
end
end)
Hope this fixed for you
Solution To This Topic!!!
is this for R6 or R15? Just curious cause I’m needing this for my game too.
EDIT:
I figured it out — if anyone comes across this post: How to make tool move with mouse?
By simply looking at the code you could figure this out yourself, no need to bump this topic just to ask that question.
Can you send the full script, I dont see how you did this?
I pieced it together:
--!strict
--// Services
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
--// Globals
local Char = script.Parent
local Torso = Char:WaitForChild("Torso")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local Mouse = Players.LocalPlayer:GetMouse()
--// Events
RunService.RenderStepped:Connect(function()
local _, _, rightZ = RightShoulder.C0:ToEulerAnglesYXZ()
RightShoulder.C0 = (RightShoulder.C0 * CFrame.Angles(0, 0, -rightZ))
* CFrame.Angles(
0,
0,
math.asin((Mouse.Hit.Position - Mouse.Origin.Position).Unit.Y)
)
local _, _, leftZ = LeftShoulder.C0:ToEulerAnglesYXZ()
LeftShoulder.C0 = (LeftShoulder.C0 * CFrame.Angles(0, 0, -leftZ))
* CFrame.Angles(
0,
0,
math.asin((-Mouse.Hit.Position - -Mouse.Origin.Position).Unit.Y)
)
end)
I had already fixed er up, thank you though, well appreciated!
Is there a solution to make this work with bones?
I’m very late but do you think there is a way for this to work the the neck motor?
WAIT NEVERMIND!
i found the solution, i spent 2 hours messing with 2 lines of code and i found out how
so i just add a new line and then i move some variables while changing some other aspects
char.Torso.Neck.C0 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(135),-122.5,0)
local headX , headY, headZ = char.Torso.Neck.C0:ToEulerAnglesYXZ()
char.Torso.Neck.C0 = (char.Torso.Neck.C0 * CFrame.Angles(-headX, 0, 0)) * CFrame.Angles(math.asin((-mouse.Hit.Position - -mouse.Origin.Position).unit.y),0,0)
Edit: i came back to fix this so i could realign the head, it is no longer tilted and is now straight. K BYE
Edit2: i changed the mouse and mouse2 weird variables to what they actually represent so i apologize for that
YOUR WELCOME