So I’m trying to make a Retreat Recoil, which basically moves your camera back to where a bullet spray started after you leave your mouse button. I’ve managed to make it…
https://gyazo.com/22dbc03a528cceccba9e6f409e0b8ee7
The above is the part which I have gotten right, I move the camera back to where the spray was started. However, there is a problem I cannot wrap my head around.
“What if player moves the mouse while spraying? How do I make it go back to Origin, but respective to how much the mouse was moved?”
local mod = {}
local Run = game:GetService("RunService")
local RecoilPattern = {
--{AmmoCount, vertRec, RetreatRec, RecoilSpeed, SideRecoil}
{1, 1.7, -.1, .7, 0.3, 1},
{3, 2.7, -.1, 1, 0.3, 1}
}
function lerp(a, b, t) -- Gets a number between two points using an alpha
return a * (1 - t) + (b * t)
end
local MouseDown = false
local Ox, Oy, Oz
local mouse = game.Players.LocalPlayer:GetMouse()
mouse.Button1Down:Connect(function()
MouseDown = true
end)
mouse.Button1Up:Connect(function()
MouseDown = false
end)
local Camera = workspace.CurrentCamera
function mod.ShootRecoil(curshot) --called by a localscript
local moved = false
local prevX,prevY,prevZ = 0,0,0
local shooting = false
game.Players.LocalPlayer:GetMouse().Move:Connect(function()
moved = true
prevX,prevY,prevZ = Camera.CFrame:ToEulerAnglesXYZ() --if camera moved, get the rotation of the camera. (not made use of yet.)
end)
if curshot == 1 then --if at first shot, set the rotation as the Origin.
Ox,Oy,Oz = Camera.CFrame:ToEulerAnglesXYZ()
end
for i, v in pairs(RecoilPattern) do
if curshot <= v[1] then -- Found the current recoil we're at
spawn(function()
local num = 0
while math.abs(num - v[2]) > 0.01 do --actual positive Recoil
shooting = true
num = lerp(num, v[2], v[4])
local rec = num / 10
Camera.CFrame = Camera.CFrame * CFrame.Angles(math.rad(rec*v[6]), math.rad(rec * v[5]), 0)
Run.RenderStepped:Wait()
end
while math.abs(num - v[3]) > 0.01 do --retreat Recoil after each bullet for effect.
-- shooting = true
num = lerp(num, v[3], v[4])
local rec = num / 10
Camera.CFrame = Camera.CFrame * CFrame.Angles(math.rad(rec*v[6]), math.rad(rec * v[5]), 0)
Run.RenderStepped:Wait()
end
shooting = false
end)
spawn(function()
wait(0.8) --when player cancels burst, the camera should go back to the point it started the burst at, but this origin can change.
print(tostring(MouseDown),tostring(moved))
while not MouseDown and not shooting and not moved do
--Recoil Retreat Code Here (this is where I need help.)
Camera.CFrame = Camera.CFrame:Lerp(CFrame.Angles(Ox,Oy,Oz),0.05)
wait()
end
end)
break
end
end
end
return mod
so above is module which I modified from a DevForum post. It results in the Clip I sent. Now, at the end, there is a while loop which actually moves the camera back to the origin. I’m not sure of how to use prevX,Y and Z (The rotation values of the camera which are updated when mouse is moved.) to get the rotation with respect to how much the mouse was moved.
So for example, if I start and upward Burst and then move rightwards, it should go downwards from where it is, and not back to the Origin, which is now at the left of where your camera is looking (where you started the burst)
Anyone got solutions?
EDIT: :sadge: no replies