In Facepunch Studios’ Rust, there is a feature where you can hold LeftAlt to continue moving in the same direction while freely moving your camera around without affecting your move direction.
This is useful because if you are trying to run a long distance as fast as you can, you can go in a straight line without lowering your speed trying to look around.
I have remade this in Roblox, and the model includes a Vector3Value that stores the original camera orientation and a BoolValue that states whether or not the player is AltLooking.
You can also stop alt looking it by calling the BindableEvent (from a localscript)
Character.AltLook.StopAltLooking:Fire()
To answer some questions you may have:
This works in general, not just for gun kits. The added line of code was for ViewModels to make them be facing straight forward since ViewModels are always attached to the camera. Normal tools are attached to the character, so this is not needed.
Place the script in StarterCharacterScripts to get it to work.
In the video, when I shoot the gun it is to showcase how you can use the BindableEvent to make it stop alt looking when you perform an action
Does this only work with Gun Systems, or just in General it works? Because I’m really unsure on what I have to do/get for this to work.
Where do you place the Script? I’d assume in StarterPlayerScripts but I can’t be sure.
Perhaps edit the post is it’s a little more clear? Thanks, Arid.
In TF2 (as far as I know) when you hold Alt, and move your mouse around, it makes your character move at the speed and direction you’re moving your mouse. Perhaps you could add that in as a feature to toggle?
Yeah I was gonna suggest something like this. Maybe something similar to Escape from Tarkov where the furthest you can stray off from the original camera position is like 45 degrees. When I alt look in Rust I feel like an owl because I can just twist my head 180 degrees.