How to Lock Fe Gun Kit to First Person?

I am using Fe Gun Kit by Thienbao2109 and want it to where you are in first person when you equip the gun then third person when you unequip it but every time I aim in it just breaks then you can zoom out. Any help would be appreciated.

I Think the culprit lies somewhere here:

function SetADS(ForceDisable)
	if not CurrentModule.ADSEnabled then
		return
	end
	local Info
	local function Disable()
		Info = TweenInfo.new(CurrentModule.TweenLengthNAD, CurrentModule.EasingStyleNAD, CurrentModule.EasingDirectionNAD)
		TweenService:Create(Camera, Info, {FieldOfView = 70}):Play()
		SetCrossScale(1)
		if CommonVariables.ActuallyEquipped then
			SetAnimationTrack("AimIdleAnim", "Stop")
			SetAnimationTrack("EmptyAimIdleAnim", "Stop")
			if CurrentAnimTable.EmptyIdleAnim and CurrentVariables.Mag <= 0 then
				SetAnimationTrack("EmptyIdleAnim", "Play", CurrentModule.EmptyIdleAnimationSpeed)
			else
				SetAnimationTrack("IdleAnim", "Play", CurrentModule.IdleAnimationSpeed)
			end
		end
		viewmodelEvent:Fire("SetAimEnabled", false, CurrentFireMode, CurrentModule.AlignToAimPoint, Info)
		viewmodelEvent:Fire("SetViewmodelTransparent", false)
		UserInputService.MouseDeltaSensitivity = CommonVariables.InitialSensitivity
		CommonVariables.AimDown = false
Preformatted text		CommonVariables.Scoping = false
		if CurrentModule.HideCrosshair then
			TweenService:Create(CurrentCrosshair, Info, {GroupTransparency = 0}):Play()
		end
	end
	if ForceDisable then
		Disable()
		return
	end
	if not CommonVariables.Equipped then
		return
	end
	if not CommonVariables.Reloading and not CommonVariables.Overheated and not CommonVariables.HoldDown and not CommonVariables.Switching and not CommonVariables.Alting and not CommonVariables.AimDown and CommonVariables.ActuallyEquipped then
		if not CurrentModule.KeepAimingOnReloading then
			if CommonVariables.Reloading or CommonVariables.Overheated then
				return
			end
		end
		Info = TweenInfo.new(CurrentModule.TweenLength, CurrentModule.EasingStyle, CurrentModule.EasingDirection)
		TweenService:Create(Camera, Info, {FieldOfView = CurrentModule.ADSFieldOfView}):Play()
		SetCrossScale(CurrentModule.ADSCrossScale)
		SetAnimationTrack("InspectAnim", "Stop", nil, 0)
		SetAnimationTrack("VMInspectAnim", "Stop", nil, 0)
		if CurrentAnimTable.AimIdleAnim then
			SetAnimationTrack("IdleAnim", "Stop")
			SetAnimationTrack("EmptyIdleAnim", "Stop")
			if CurrentAnimTable.EmptyAimIdleAnim and CurrentVariables.Mag <= 0 then
				SetAnimationTrack("EmptyAimIdleAnim", "Play", CurrentModule.EmptyAimIdleAnimationSpeed)
			else
				SetAnimationTrack("AimIdleAnim", "Play", CurrentModule.AimIdleAnimationSpeed)
			end
		end
		viewmodelEvent:Fire("SetAimEnabled", true, CurrentFireMode, CurrentModule.AlignToAimPoint, Info)
		UserInputService.MouseDeltaSensitivity = CommonVariables.InitialSensitivity * CurrentModule.ADSMouseSensitivity
		CommonVariables.AimDown = true
		if CurrentModule.HideCrosshair then
			TweenService:Create(CurrentCrosshair, Info, {GroupTransparency = 1}):Play()
		end
		if not Module.ThirdPersonADS then
			Player.CameraMode = Enum.CameraMode.LockFirstPerson
		else
			if Module.ForceFirstPerson then
				Player.CameraMode = Enum.CameraMode.LockFirstPerson
			end
		end
		if CurrentModule.ADSType == "Sniper" then
			local StartTime = os.clock() repeat Thread:Wait() if not (CommonVariables.ActuallyEquipped or CommonVariables.AimDown) then break end until (os.clock() - StartTime) >= CurrentModule.ScopeDelay
			if CommonVariables.ActuallyEquipped and CommonVariables.AimDown then
				viewmodelEvent:Fire("SetViewmodelTransparent", CurrentModule.HideWhenADS)
				GUI.Scope.ZoomSound:Play()
				CommonVariables.Scoping = true
			end
		end
	else
		Disable()
	end
end
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Thanks, didn’t know how to do it because I don’t really use the forms that often.