The First Person Element Of A First Person Shooter

thanks, im making a view model and this helped me as it contains the fundamentals of how a view model works. Now i need to learn how to make hitscan bullets, bullet drop, and sway. would be nice though if this tutorial series was continued. Maybe it was and I just don’t know.

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By reading this post, I finally understand the use of RenderStepped. Thanks!

I know this is 2 years old, but it seems like it should work, where do I put the scripts? and in local or server?

How would I do this without the viewmodel? I have a script that allows you to see your body so i have no need for a viewmodel, how would I do it?

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Are there any easier ways to properly offset it? Im not familiar with C0 and C1

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This should help I think.
edit: check the solution

I’m stuck right here on the handle rotation

the problem: v
My Handle is rotated upward(facing up upright), Aim part isn’t changed at all.

joint.C0 = offset* CFrame.Angles(math.rad(90),0,0)--This is becuase my handle is originally rotated by 90* however that has of course an affect on how the aiming looks

i desperately need help

i have tried for two days straight

thanks a lot. this tutorial is amazing, your other tutorials are amazing, your knowledge is amazing, your existence is amazing

About the ADS…
HOW ARE YOU SOO SMART??
Like just motor the handle to aimpart and then manipulate its cframe while the hands are motored to the handle WOW man that’s a massive brain

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Hello, I wonder how could I make the recoil of weapon faster?

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How would I go upon animating the view model, for example, a reload animation?

this tutorial uses cframe for positioning the arms, altough i believe the rbxl file from this tutorial uses animations

the r6 placefile doesn’t work anymore

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as I do so that the arms do not follow the left and right blocks but can be moved when aiming

Thank you, for making the tutorial.

Great tut, but I don’t understand, if we are using animations serverside and maths clientside then the weapons and their firepoints will be in different places, so since the bullet would be fired from server the client would see the bullet not coming from their gun but from some other point.

Personally I do FX like this on the client side, and then make a separate bullet to clone for the server side, but on the client side make this bullet invisible, so the client can see a bullet coming from the viewmodel and the other clients can see a bullets coming from a tool.

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Hi, can you add an updated link to fps2.rbxl?

The link you provided does not work.
Thanks!

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Very slow and unresponsive. Sometimes doesn’t work.

Now the arms are visible when zoomed in and out.

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It works fine for me.

The First Person Element Of A First Person Shooter

You aren’t MEANT to use this for third-person games.

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