I know Roblox weapons kit isn’t good (if not bad) but I have configured it and it has very less bugs.
For the lag problems, my game is pretty small to get laggy. A lobby with pretty less parts, a roblox soldier, the weapons kit and the official version of HD Admin. Done. I put the realismClient thingy in StarterPlayer > StarterPlayerScripts and the realismServer script in ServerScriptService.
Realism itself works superb, but it just lags the game to a moderate level.
Anyway, thanks for your time!
Bug Report? I couldn’t really find out why or how to fix it, (not that I tried very hard) regardless, I wanted to bring it up with you that upon setting the CameraModeType to first-person after death, the FpsCamera Module errors a bunch.
Apparently, in FPSCamera, InvalidRotationStates doesn’t actually stop rotations when you enter into those Humanoid states. I tried adding a print statement to see if it will output when I enter in those states but it does not seem to bring an output.
This is great! I have a question, though.
How can I make it so that morph items are invisible while zoomed in? I’m using this morph kit: R15 Morph (updated) - Roblox
Right click on the explorer and click Insert from File, find and select Realism.rbxm and it should appear as a folder. Drag RealismClient into the StarterPlayerScripts and RealismServer into the ServerScriptService.
whenever the character is walking at a slow walkspeed ex: 6 the footstep sounds are barley notice able and low pitched, but if the player is running at a fast walkspeed the footstep sounds are extremely high pitched
Util:PromiseChild(rootPart, "Running", function (running)
if not running:IsA("Sound") then
return
end
local oldPitch = Instance.new("NumberValue")
oldPitch.Name = "OldPitch"
oldPitch.Parent = running
oldPitch.Value = 1
local function onStateChanged(old, new)
if new.Name:find("Running") then
while humanoid:GetState() == new do
local hipHeight = humanoid.HipHeight
if humanoid.RigType.Name == "R6" then
hipHeight = 2.8
end
local scale = hipHeight / 3
local speed = (rootPart.Velocity * XZ_VECTOR3).Magnitude
local volume = ((speed - 4) / 12) * scale
running.Volume = math.clamp(volume, 0, 1)
local pitch = oldPitch.Value / ((scale * 15) / speed)
running.Pitch = pitch
RunService.Heartbeat:Wait()
end
end
end
Players.F0xBirdman.PlayerScripts.RealismClient:426: invalid argument #2 to 'clamp' (number expected, got nil) - Client - RealismClient:426
i guess what i meant to say was the pitch and speed are really off, the player sprinting fast is too fast and the player walking slow (like a normal person walks) is way too slow.
regarding the error i just forgot to put the numbers im dumb (still having the problem where the playback speed isnt accurate, for the walking at least)
MIN_PITCH and MAX_PITCH should have been replaced with values that you wanted for those. I’m very surprised you didn’t catch onto that.
I should probably make this more configurable anyway. The pitch is calibrated to roughly align with the height of the player and the speed they move at. Because Roblox doesn’t clamp slow and fast animation playback speeds, that’s just the result you end up seeing. Clamping the value would limit how high and how low the pitch can go.
Try replacing MIN_PITCH with 0.5 and MAX_PITCH with 2 for a start.