It still snaps back to the camera when you stop moving!
Script:
local t = 0
wait(2)
game.ReplicatedStorage:WaitForChild("ViewModel").Parent = workspace.CurrentCamera
game:GetService("RunService").RenderStepped:Connect(function(dt)
if game.Players.LocalPlayer.Character.Humanoid.MoveDirection.Magnitude > 0 then
local x = math.sin(t * 5) * 0.25
local y = math.abs(math.sin(t * 5)) * 0.25
local cf = CFrame.new(x, y, 0)
workspace.CurrentCamera.ViewModel:SetPrimaryPartCFrame(workspace.CurrentCamera.CFrame * cf)
else
workspace.CurrentCamera.ViewModel:SetPrimaryPartCFrame(workspace.CurrentCamera.CFrame)
end
t += dt
end)
Hi, considering you were banned on our game with definitive evidence for āSilent aimbotā I donāt agree with giving you our formula or any other internal info on how PF works.
A potential outlook of this is you trying to figure out how the formula works to remove gun sway to gain an advantage, as projectiles are casted out of the actual gun barrels position.
I wanted to learn how to make my own game, but since you are like that and assume my intentions, I suppose I will take matters into my own hands. What Iām going to do Iāll leave as food for thought
I donāt know why anyone would give you a formula of there game internals, just make your own? Unless if your doing this for malicous purposes I donāt see the point of this.
I was also asking the developers in Discord about the subject and showed them code snip, they responded with not a 100% copy but its there outdated methods.
Leads me to believe this was there old way of doing it.