So I wrote a custom camera animations code

Yay Arma camshake and non-crappy recoil!

Press lmb to fire… er, or not fire, rounds, and see the resulting kick back on the camera.

Otherwise just walk around and jump n’ stuff.

Also known as drunken simulator… lol. I made it way overdone.

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What is this sorcery? How are you able to move and roll the camera without taking control away from the mouse?

That legit hurt my eyes. Ow …
I’m sure the camera isn’t set to Scriptable, right? I’m curious how that works.

Oh god… I think I need to legit puke. That game me some serious motion sickness :X

So, Merely tweeted it and it hat 47 people in it at a certain point. Hilarious.

This is the part where we get Oculus Rift support.

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Yes. Just, [size=6]Yes[/size]

I feel really sick after playing this for a while… :X

Nice use of neck welds :wink:
Unless I’m wrong in which case whoops.

Well, you can definitely only set Roll in Scriptable camera type, so that’s the camera type.

Probably has totally custom camera control and is forcing the mouse to the center of the screen on renderstepped with some hacky method.

[quote] Well, you can definitely only set Roll in Scriptable camera type, so that’s the camera type.

Probably has totally custom camera control and is forcing the mouse to the center of the screen on renderstepped with some hacky method. [/quote]

setRoll without having to be in ‘Scriptible’ please.

This is hilarious! Perhaps add some limits to how far the head can turn to avoid the weird demon-possession back-snapping effect :stuck_out_tongue:

Yes… Just yes.

[quote] Well, you can definitely only set Roll in Scriptable camera type, so that’s the camera type.

Probably has totally custom camera control and is forcing the mouse to the center of the screen on renderstepped with some hacky method. [/quote]

setRoll without having to be in ‘Scriptible’ please.[/quote]

You can just set it in the cframe, it’s worked for a few months now. I used it here a while back. All I did was change the z input in the CFrame to something other than 0 and it rolls the camera. have you seen my bike? - Roblox . Mind the buggy place.

I think a more appropriate name for this place would be “Why Not To Get Drunk: Reason #32”.

But in any case, kudos. This is awesome!
Edit: You should release a version of this where the cameras won’t give you nausea. These character animations look hilarious, I’d love to check them out more closely.

[quote] Well, you can definitely only set Roll in Scriptable camera type, so that’s the camera type.

Probably has totally custom camera control and is forcing the mouse to the center of the screen on renderstepped with some hacky method. [/quote]

setRoll without having to be in ‘Scriptible’ please.[/quote]

You can affect roll with CoordinateFrame too(it got secretly added while ago). Proof:

[code]rs = game:GetService(“RunService”)
t = 0
lastTick = tick()
rotation = 0

while true do
local dt = tick() - lastTick
rotation = rotation+math.rad(10*dt)
game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.Angles(0, 0, rotation)

lastTick = tick()
rs.RenderStepped:wait()

end
[/code]

Don’t worry; I found some of it out: Just because I can. - Roblox
:wink:

Amazing, truly amazing.

But it reminds me of this for some reason…

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