How to make my gun face in the direction of the camera?

So I am trying to make a game with a gun and the gun is a tool.
But when I move my camera ( first person ) the gun doesn’t move and I want you to be able to see the gun where ever you are looking. You know hoe in the game: Arsenal, the guns with turn in the direction of the head. and I tried this script:

while wait() do

     script.Parent.Pistol.Orientation = game.Workspace.Camera.CFrame.LookVector

end
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Have you tried using a weld constraint to weld the gun to the hand? I think that this can be better than what you have. With the weld, you also don’t need a while loop.

The way they do it is different, they force lock first person.

You can do that by putting max zoom distance on the starter player to 0.5 and min to 0

I just went to starter player and I set the camera mode to 'LockFirstPerson". @dodle120 And It is a tool “Handle is always welded to the hand”

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And im pretty sure that is inside a local script so you can do this:

local runServ = game:GetService("RunService")
runServ.Heartbeat:Connect(function()
       -- Loop it inside here.
end)

Just a tip but you can try using CFrames to rotate the gun or try doing another type of rotation.

Ya but I don’t know since the Camera doesn’t have an Orientation…

Use CFrame to rotate the gun to the LookVector.

local ViewModelCF = CFrame.new(0,0,0) -- Where you would like the viewmodel to sit from the Camera CFrame. 

game["Run Service"].RenderStepped:Connect(function()
script.Parent.Pistol.CFrame = workspace.CurrentCamera.CFrame  * ViewModelCF
end)

The pistol should be placed exactly where your Camera is & will update every frame. (RenderStepped)

How do I change the orientation with LookVector?

But I use a tool so I dont know the frame… I tried but it was welded so it made me fly away

You don’t need to know the CFrame. :slight_smile:
If you’re referring to the “ViewModelCF” variable in that script, it just sets where you’d like the Pistol to sit on the screen.

You should use a separate script that handles ViewModels; (this script sits in “ReplicatedFirst”) - but it can also be in StarterPlayerScripts.

ViewModel Example script: (note that this is very messy & rushed.)

--[[ Note: THIS doesn't copy animations of the character or effects of the tool equipped, such as firing effects. ]]--
--[[ Variables ]]--
local ViewModel = nil -- The ViewModel itself.
local ViewModelCF = CFrame.new(.5,-1,-2) -- Same meaning script as above. Where you'd like the ViewModel to sit on the screen.
local Player = game:GetService("Players").LocalPlayer
local PhysicsService = game:GetService("PhysicsService")
local Character = nil
local Connections = {} -- Event connections to cleanup everytime the player respawns.
--[[ Functions ]]--
function HideTool()
	if (Character) then
		local Tool = Character:FindFirstChildOfClass("Tool")
		if (Tool) then
			for _,b in pairs(Tool:GetDescendants()) do -- You might also want to use this on effect instances, such as Lights, Particles, etc.
				if (b:IsA("BasePart")) then
					if (b:FindFirstChild("previousTransparencyValue")==nil) then
						local transparencyValue = Instance.new("NumberValue")
						transparencyValue.Name = "previousTransparencyValue"
						transparencyValue.Value = b.Transparency
						transparencyValue.Parent = b
					end
					b.Transparency = 1
				end
			end
		end
	end
end
function ShowTool(Tool)
	if (Character) then
		if (Tool) then
			for _,b in pairs(Tool:GetDescendants()) do -- Exact function as above but it shows the actual tool.
				if (b:IsA("BasePart")) then
					if (b:FindFirstChild("previousTransparencyValue")) then
						b.Transparency = b.previousTransparencyValue.Value
					end
				end
			end
		end
	end
end
function InitViewModel()
	for i,v in pairs(Connections) do -- Clean up previous connections.
		v:Disconnect()
		Connections[i] = nil
	end
	-- Add new connections
	table.insert(Connections,Character.ChildAdded:Connect(function(Object)
		if (Object:IsA("Tool")) then
			ViewModel = Instance.new("Model")
			ViewModel.Name = "ViewModel"
			ViewModel.Parent = workspace.CurrentCamera
			local newObject = Object:Clone()
			newObject.Parent = ViewModel
			if (newObject:FindFirstChild("Handle")) then
				ViewModel.PrimaryPart = newObject.Handle
				newObject = nil
			else
				warn("No handle found!")
				ViewModel:Destroy()
				newObject:Destroy()
				return
			end
			--[[ Set all of the parts in the ViewModel in to the ViewModel collisionGroup to prevent flinging ]]--
			for _,v in pairs(ViewModel:GetDescendants()) do
				if (v:IsA("BasePart")) then -- "BasePart" is all part types. MeshPart/TrussPart/WedgePart/Part, etc
					PhysicsService:SetPartCollisionGroup(v, "ViewModel")
				end
			end
			--[[ Move the ViewModel in to the Camera ]]--
			ViewModel.Parent = workspace.CurrentCamera
			HideTool() -- Hide the actual tool from the client.
		end
	end))
	table.insert(Connections,Character.ChildRemoved:Connect(function(Object)
		if (Object:IsA("Tool")) then
			ShowTool(Object)
			if (ViewModel) then
				ViewModel:Destroy()
			end
			ViewModel = nil  -- Unequipped the tool, hide the ViewModel.
		end
	end))
	
end
--[[ Events ]]--
Player.CharacterAdded:Connect(function(Char)
	Character = Char
	InitViewModel()
end)
Player.CharacterRemoving:Connect(function()
	Character = nil
	if (ViewModel) then
		ViewModel:Destroy()
	end
	ViewModel = nil
end)
game["Run Service"].RenderStepped:Connect(function()
	if (ViewModel) then
		ViewModel:SetPrimaryPartCFrame(workspace.CurrentCamera.CFrame * ViewModelCF)
	end
end)

Remember to use Collision Groups to prevent flinging -
image

You should check out some other ViewModel threads - such as EgoMoose’s tutorial:

ViewModel’s imo are a little difficult to explain how to make.

I’m sorry if this is all so confusing! I hope you get your script working. :slight_smile:

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