I have tried Using a Viewmodel, even creating my own script for it, but the only issue is i get flung very far away, even after checking if CanCollide was disabled, it still flung me.
I tried Player Arms, it works but that has its limits.
What should i do?
Answer for both FPS and Player Arms,
Thanks.
What i want specifically:
What i want specifically is the ability to aim, thats kinda it.
Thats not exactly what im looking for as i explained in the topic, sorry if i wasn’t clear enough, im not trying to create a Viewmodel as i already know how.
No, i have no errors, i made sure to check and nope, no errors. script works fine
This is not the entire script, but its the main part of it, it clones the Players Shirt, and BodyColors and puts them on the arms.
local run = game:GetService("RunService")
local UIS = game:GetService("UserInputService")
local cam = game.Workspace.CurrentCamera
local arms = game.ReplicatedFirst:WaitForChild("Arms"):Clone()
local plr = game.Players.LocalPlayer
local Character = script.Parent
local A = plr.Character:WaitForChild("Shirt"):Clone()
local B = plr.Character:WaitForChild("Body Colors"):Clone()
A.Parent = arms
B.Parent = arms
arms.Parent = cam
run.RenderStepped:Connect(function()
arms:SetPrimaryPartCFrame(cam.CFrame * CFrame.new(0,0,0))
end)
Pretty much, even after checking the Properties and testing in game, no interference is happening and i still get flung, it sometimes happens with the arms themselves but most of the time its when a item is Attached to it with Motor6D, i checked, CanCollide not Enabled, Outcome: Flung into the floating point
Hm, interesting. I’m not too experienced with fps arms, so I can’t say I know for sure. But the script does work with placing the extras onto the character right?
I’ve had this exact issue before. Make sure the humanoid in your FPS arms has the PlatformStand property set to true. Even if you turn it on in studio, it automatically gets turned back off when you play, so just turn it off in a loop or something similar
while task.wait() do
arms.humanoid.PlatformStand = true
end
After this, make sure all parts inside your FPS arms have their CanCollide property set to false.
It’s a property of humanoids. You just have to turn it on while the FPS arms are in the game, or else the CanCollide property of everything inside the FPS arms automatically gets set to true, which flings you across the map. It’s super dumb how that works and I’m not a fan of the feature
You have PlatformStand on? Load into your game, check the FPS arms’s humanoid and the PlatformStand property. Make sure the PlatformStand property is on and the CanCollide property of everything inside the FPS arms is set to false
For some reason, it could change the properties when you join the game, so checking the properties before you join the game won’t work. You have to check while you’re already loaded into the game
This is the exact same issue I had, I noticed it would fling you a lot more often when looking downwards
If your platform stand property is not turned on, I can guarantee that is your only issue. It’s just messing with the CanCollide property of everything inside your FPS arms