Even then for
how would i do this with the current method i use?
i have this in the local script
RunService.Stepped:Connect(function()
if UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) then
if not Tool.Parent:IsA("Backpack") then
local mPos = ms.Hit.Position
FEvent:FireServer(mPos)
end
end
end)
and in the server script i got
local shotTime = tick()
local fireRate = tool.strings.FireRate.Value
local timeLimit = 2/3
if not ((tick()-shotTime) >= fireRate*timeLimit) then return end
shotTime = tick() -- just a cut out segment of the code
how would i make the animation match the firerate of the gun?
no_tsi
(no_tsi)
April 22, 2022, 1:53pm
#16
Make a bool value for if the gun is firing or not
Not sure how i would use a bool value, especially on fast guns since wouldn’t at some point the animation would get off track from the gun firing?
Also got the animation to stop
And the gun is still pointing the other direction
, when i pull it out, for a split second the gun is facing forwards then it flips left
no_tsi
(no_tsi)
April 22, 2022, 11:51pm
#18
Maybe a script is interfering?
would a welding script mess anything up?
no_tsi
(no_tsi)
April 23, 2022, 10:18am
#20
Yes, since motor6ds are welds, except animatable
Alright, what other ways could i keep my gun together without some sort of welding?
no_tsi
(no_tsi)
April 23, 2022, 10:21am
#22
Use easy weld and select the handle, then all the other parts, and click join in place and animatable
This might require you to reanimate it (but there’s no other way)
not sure if this was spose to happen, but i tried doing that but it failed again, so i tried deleting the griptomotor6 script and it didnt flip anymore
no_tsi
(no_tsi)
April 23, 2022, 10:27am
#24
You probably welded the rig wrong then, does it work though?
About the firing animation, does it really matter that much if i just have it in the server script instead of the local? its alot easier just to add it in the server script for right now
no_tsi
(no_tsi)
April 23, 2022, 10:30am
#27
You can do it if you don’t care about optimization, if it’s a simple animation (three keyframes or so) then it’ll be fine i believe
Alright, now since it is fps, how would i get started with the first person animations and stuff
And also if its not too difficult, how would i make the arms go up and down with the camera (in first person) kinda like most fps games do
no_tsi
(no_tsi)
April 23, 2022, 10:35am
#29
Most people use this , but I’m not sure how you’d make your own
tried it out, its pretty good
although is there a way to replicate the postition of the arms and stuff
as it looks just like they are holding out a normal tool on other people screens,
also the bullets fire from the original guns spot on the server, not where the gun is on first person
no_tsi
(no_tsi)
April 23, 2022, 10:43am
#31
Didn’t think about that, not sure how you would make that though, there might be a tutorial on the devforum somewhere
Try this code, it changes the motor6d’s c0 and c1 according to the camera’s Y axis. Before hand you have to put a remote event in the replicated storage and call it whatever.
Local Script:
local remoteEvent = game.ReplicatedStorage.RemoteEvent
game:GetService("RunService").RenderStepped:Connect(function()
remoteEvent:FireServer(workspace.currentcamera.cframe)
end)
Global Script(put in server script service,this part is adapted from GuestCapone’s thing i found from the toolbox, converted to…
Alright ill get back to you when i find a tutorial on this,
Also the linked tutorial, i think its for r15 not entirely sure though.
Alright so im probably going to use this
Have you ever tried to make one of those nice first person view model systems complete with camera sway, bobbing when you walk, etc. but didn’t have the programming knowledge to do so? Or maybe you know how to do it, but don’t want to have to write up custom code from scratch. Either way, EasyFirstPerson is the system for you.
Just add the script and watch as all the tools in your game now have that satisfying First-Person-Shooter view.
Not sure what I’m talking about? See the example below.
R…
And then all i have to really look for is a way to replicate the movement to server
(edit)
Gonna just quickly make a thread asking for a replicated first person tutorial, not much going on with replication in there
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Sorta found a way, although im trying to get it fixed as its little as its a little choppy,
So i was following a tutorial about server side head moment and stuff, and he mainly replicated it to the clients, which made it a issue with getting the guns position and stuff, so i tried to modify make it more replicated over the server, it works but is very choppy
[Server Side Head/Camera Movement (R6/R15) - Roblox (Remote Events and Tweening)]
local script
local cam = workspace.Camera
local character = game.Players.LocalPlayer.Character
local root = character:WaitForChild("Hum…
1 Like