In case anybody was wondering, the weird rotation bug mentioned earlier in the topic is due to the BodyGyro’s rotation force conflicting with the character’s auto rotation. It’s noticeable when walking backwards because the character is trying to spin around to face the movement direction.
Simple fix: set Humanoid.AutoRotate to the necessary bool value when activating or deactivating the force shift-lock.
So your Using BodyGyro for Rotating the Body?? and also i’ve seen many People including me Back then Grabbing stuff, other People made, for my game including client sided Anti cheats (which u should never use)! And flying was always detected through BodyGyro.
So heres my Question could this be a Fly exploit Detection???
yeah sorry mind helping me? the rotation isn’t smooth at all and kinda like delayed? or simply it takes a bit to rotate, even with alot of 0 in the gyro.p https://gyazo.com/fc569400810bdfa20576b278dfa7018c
i changed the script to this and the mouse is broken, when I disable it, it wont release the mouse
local plr = game:GetService("Players").LocalPlayer
local mouse = plr:GetMouse()
local char = script.Parent
local hum = char:WaitForChild("Humanoid")
local rotation = Instance.new("BodyGyro")
local Root = plr.Character.HumanoidRootPart
rotation.P = 1000000
rotation.Parent = hum.RootPart
local conn
function shiftLock(value,active)
if active then
hum.CameraOffset = Vector3.new(value,0.5,0)
rotation.MaxTorque = Vector3.new(0, math.huge, 0)
conn = game:GetService("RunService").RenderStepped:Connect(function()
rotation.CFrame = mouse.Origin
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter
end)
else
hum.CameraOffset = Vector3.new(0,0,0)
rotation.MaxTorque = Vector3.new(0, 0, 0)
if conn then conn:Disconnect() end
end
end
game.ReplicatedStorage.Shiftlock.OnClientEvent:Connect(shiftLock)
I’ve an odd problem, where I’ve set the character to R6, but after I implemented this script, and tested it, it’s now an R15 character. What’s going on?