The walkspeed value I set after Shoulder Camera weapon installation does not work
The first time you lift the spanner, it doesn’t move, but when you lift the gun, it moves while lying down
LocalScript
function Equipped()
script.Parent.Activated:Connect(function(hit)
Humanoid.WalkSpeed = 0
Animation:Play()
end)
end
function UnEquipped()
Humanoid.WalkSpeed = 16
Animation:Stop()
end
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(UnEquipped)
ShoulderCamera moduel script
local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")
local UserGameSettings = UserSettings():GetService("UserGameSettings")
local LocalPlayer = Players.LocalPlayer
if RunService:IsClient() then
while not LocalPlayer do
Players.PlayerAdded:Wait()
LocalPlayer = Players.LocalPlayer
end
end
local Settings = UserSettings()
local GameSettings = Settings.GameSettings
local CAMERA_RENDERSTEP_NAME = "ShoulderCameraUpdate"
local ZOOM_ACTION_NAME = "ShoulderCameraZoom"
local SPRINT_ACTION_NAME = "ShoulderCameraSprint"
local CONTROLLABLE_HUMANOID_STATES = {
[Enum.HumanoidStateType.Running] = true,
[Enum.HumanoidStateType.RunningNoPhysics] = true,
[Enum.HumanoidStateType.Freefall] = true,
[Enum.HumanoidStateType.Jumping] = true,
[Enum.HumanoidStateType.Swimming] = false,
[Enum.HumanoidStateType.Landed] = true
}
-- Gamepad thumbstick utilities
local k = 0.5
local lowerK = 0.9
local function SCurveTransform(t)
t = math.clamp(t, -1,1)
if t >= 0 then
return (k*t) / (k - t + 1)
end
return -((lowerK*-t) / (lowerK + t + 1))
end
local DEADZONE = 0.25
local function toSCurveSpace(t)
return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end
local function fromSCurveSpace(t)
return t/2 + 0.5
end
-- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation.
-- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference.
local function gamepadLinearToCurve(thumbstickPosition)
return Vector2.new(
math.clamp(math.sign(thumbstickPosition.X) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.X)))), -1, 1),
math.clamp(math.sign(thumbstickPosition.Y) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.Y)))), -1, 1))
end
-- Remove back accessories since they frequently block the camera
local function isBackAccessory(instance)
if instance and instance:IsA("Accessory") then
local handle = instance:WaitForChild("Handle", 5)
if handle and handle:IsA("Part") then
local bodyBackAttachment = handle:WaitForChild("BodyBackAttachment", 5)
if bodyBackAttachment and bodyBackAttachment:IsA("Attachment") then
return true
end
local waistBackAttachment = handle:WaitForChild("WaistBackAttachment", 5)
if waistBackAttachment and waistBackAttachment:IsA("Attachment") then
return true
end
end
end
return false
end
local function removeBackAccessoriesFromCharacter(character)
for _, child in ipairs(character:GetChildren()) do
coroutine.wrap(function()
if isBackAccessory(child) then
child:Destroy()
end
end)()
end
end
local descendantAddedConnection = nil
local function onCharacterAdded(character)
removeBackAccessoriesFromCharacter(character)
descendantAddedConnection = character.DescendantAdded:Connect(function(descendant)
coroutine.wrap(function()
if isBackAccessory(descendant) then
descendant:Destroy()
end
end)()
end)
end
local function onCharacterRemoving(character)
if descendantAddedConnection then
descendantAddedConnection:Disconnect()
descendantAddedConnection = nil
end
end
-- Set up the Local Player
if RunService:IsClient() then
if LocalPlayer.Character then
onCharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving)
end
local ShoulderCamera = {}
ShoulderCamera.__index = ShoulderCamera
ShoulderCamera.SpringService = nil
function ShoulderCamera.new(weaponsSystem)
local self = setmetatable({}, ShoulderCamera)
self.weaponsSystem = weaponsSystem
-- Configuration parameters (constants)
self.fieldOfView = 70
self.minPitch = math.rad(-75) -- min degrees camera can angle down
self.maxPitch = math.rad(75) -- max degrees camera can cangle up
self.normalOffset = Vector3.new(2.25, 2.25, 10.5) -- this is the camera's offset from the player
self.zoomedOffsetDistance = 8 -- number of studs to zoom in from default offset when zooming
self.normalCrosshairScale = 1
self.zoomedCrosshairScale = 0.75
self.defaultZoomFactor = 1
self.canZoom = true
self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2 }
self.sprintInputs = { Enum.KeyCode.LeftShift }
self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480)
self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200)
self.touchSensitivity = Vector2.new(1 / 100, 1 / 100)
self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200)
self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera),
-- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire
self.recoilDecay = 2 -- higher number means faster recoil decay rate
self.rotateCharacterWithCamera = true
self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
-- Walk speeds
self.zoomWalkSpeed = 8
self.normalWalkSpeed = 16
self.sprintingWalkSpeed = 24
-- Current state
self.enabled = false
self.yaw = 0
self.pitch = 0
self.currentCFrame = CFrame.new()
self.currentOffset = self.normalOffset
self.currentRecoil = Vector2.new(0, 0)
self.currentMouseRadsPerPixel = self.mouseRadsPerPixel
self.currentTouchSensitivity = self.touchSensitivity
self.mouseLocked = true
self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch
self.currentTool = nil
self.sprintingInputActivated = false
self.desiredWalkSpeed = self.normalWalkSpeed
self.sprintEnabled = false -- true means player will move faster while doing sprint inputs
self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs
self.desiredFieldOfView = self.fieldOfView
-- Zoom variables
self.zoomedFromInput = false -- true if player has performed input to zoom
self.forcedZoomed = false -- ignores zoomedFromInput and canZoom
self.zoomState = false -- true if player is currently zoomed in
self.zoomAlpha = 0
self.hasScope = false
self.hideToolWhileZoomed = false
self.currentZoomFactor = self.defaultZoomFactor
self.zoomedFOV = self.fieldOfView
-- Gamepad variables
self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position
self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera)
self.lastThumbstickPos = Vector2.new(0, 0)
self.lastThumbstickTime = nil
self.currentGamepadSpeed = 0
self.lastGamepadVelocity = Vector2.new(0, 0)
-- Occlusion
self.lastOcclusionDistance = 0
self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance
self.defaultTimeUntilZoomOut = 0
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out
self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person
self.isZoomingOut = false
self.tweenOutTime = 0.2
self.curOcclusionTween = nil
self.occlusionTweenObject = nil
-- Side correction (when player is against a wall)
self.sideCorrectionGoalVector = nil
self.lastSideCorrectionMagnitude = 0
self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance
self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction)
self.defaultTimeUntilRevertSideCorrection = 0.75
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction
self.isRevertingSideCorrection = false
-- Datamodel references
self.eventConnections = {}
self.raycastIgnoreList = {}
self.currentCamera = nil
self.currentCharacter = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil -- used to get player's touch input for moving character
self.random = Random.new()
return self
end
function ShoulderCamera:setEnabled(enabled)
if self.enabled == enabled then
return
end
self.enabled = enabled
if self.enabled then
RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end)
ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs))
ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs))
table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end))
table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end))
table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end))
table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end))
table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end))
self:onCurrentCharacterChanged(LocalPlayer.Character)
self:onCurrentCameraChanged(workspace.CurrentCamera)
-- Make transition to shouldercamera smooth by facing in same direction as previous camera
local cameraLook = self.currentCamera.CFrame.lookVector
self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z)
self.pitch = math.asin(cameraLook.Y)
self.currentCamera.CameraType = Enum.CameraType.Scriptable
self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor
workspace.CurrentCamera.CameraSubject = self.currentRootPart
self.occlusionTweenObject = Instance.new("NumberValue")
self.occlusionTweenObject.Name = "OcclusionTweenObject"
self.occlusionTweenObject.Parent = script
self.occlusionTweenObject.Changed:Connect(function(value)
self.lastOcclusionDistance = value
end)
-- Sets up weapon system to use camera for raycast direction instead of gun look vector
self.weaponsSystem.aimRayCallback = function()
local cameraCFrame = self.currentCFrame
return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500)
end
else
RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME)
ContextActionService:UnbindAction(ZOOM_ACTION_NAME)
ContextActionService:UnbindAction(SPRINT_ACTION_NAME)
if self.currentHumanoid then
self.currentHumanoid.AutoRotate = true
end
if self.currentCamera then
self.currentCamera.CameraType = Enum.CameraType.Custom
end
self:updateZoomState()
self.yaw = 0
self.pitch = 0
for _, conn in pairs(self.eventConnections) do
conn:Disconnect()
end
self.eventConnections = {}
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
end
function ShoulderCamera:onRenderStep(dt)
if not self.enabled or
not self.currentCamera or
not self.currentCharacter or
not self.currentHumanoid or
not self.currentRootPart
then
return
end
-- Hide mouse and lock to center if applicable
if self.mouseLocked and not GuiService:GetEmotesMenuOpen() then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseIconEnabled = false
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
UserInputService.MouseIconEnabled = true
end
-- Handle gamepad input
self:processGamepadInput(dt)
-- Smoothly zoom to desired values
if self.hasScope then
ShoulderCamera.SpringService:Target(self, 0.8, 8, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 8, { FieldOfView = self.desiredFieldOfView })
else
ShoulderCamera.SpringService:Target(self, 0.8, 3, { zoomAlpha = self.zoomState and 1 or 0 })
ShoulderCamera.SpringService:Target(self.currentCamera, 0.8, 3, { FieldOfView = self.desiredFieldOfView })
end
-- Handle walk speed changes
if self.sprintEnabled or self.slowZoomWalkEnabled then
self.desiredWalkSpeed = self.normalWalkSpeed
if self.sprintEnabled and (self.sprintingInputActivated or self:sprintFromTouchInput() or self:sprintFromGamepadInput()) and not self.zoomState then
self.desiredWalkSpeed = self.sprintingWalkSpeed
end
if self.slowZoomWalkEnabled and self.zoomAlpha > 0.1 then
self.desiredWalkSpeed = self.zoomWalkSpeed
end
ShoulderCamera.SpringService:Target(self.currentHumanoid, 0.95, 4, { WalkSpeed = self.desiredWalkSpeed })
end
-- Initialize variables used for side correction, occlusion, and calculating camera focus/rotation
local rootPartPos = self.currentRootPart.CFrame.Position
local rootPartUnrotatedCFrame = CFrame.new(rootPartPos)
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local pitchRotation = CFrame.Angles(self.pitch + self.currentRecoil.Y, 0, 0)
local xOffset = CFrame.new(self.normalOffset.X, 0, 0)
local yOffset = CFrame.new(0, self.normalOffset.Y, 0)
local zOffset = CFrame.new(0, 0, self.normalOffset.Z)
local collisionRadius = self:getCollisionRadius()
local cameraYawRotationAndXOffset =
yawRotation * -- First rotate around the Y axis (look left/right)
xOffset -- Then perform the desired offset (so camera is centered to side of player instead of directly on player)
local cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
-- Handle/Calculate side correction when player is adjacent to a wall (so camera doesn't go in the wall)
local vecToFocus = cameraFocus.p - rootPartPos
local rayToFocus = Ray.new(rootPartPos, vecToFocus + (vecToFocus.Unit * collisionRadius))
local hitPart, hitPoint, hitNormal = self:penetrateCast(rayToFocus, self.raycastIgnoreList)
local currentTime = tick()
local sideCorrectionGoalVector = Vector3.new() -- if nothing is adjacent to player, goal vector is (0, 0, 0)
if hitPart then
hitPoint = hitPoint + (hitNormal * collisionRadius)
sideCorrectionGoalVector = hitPoint - cameraFocus.p
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then -- make it easy for camera to pop closer to player (move left)
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection and self.lastSideCorrectionMagnitude ~= 0 then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection * 2 -- double time until revert if popping in repeatedly
elseif self.lastSideCorrectionMagnitude == 0 and self.timeUntilRevertSideCorrection ~= self.defaultTimeUntilRevertSideCorrection then
self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection
end
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
else
self.isRevertingSideCorrection = true
end
elseif self.lastSideCorrectionMagnitude ~= 0 then
self.isRevertingSideCorrection = true
end
if self.isRevertingSideCorrection then -- make it hard/slow for camera to revert side correction (move right)
if sideCorrectionGoalVector.Magnitude > self.lastSideCorrectionMagnitude - 1 and sideCorrectionGoalVector.Magnitude ~= 0 then
self.lastSideCorrectionReachedTime = currentTime -- reset timer if occlusion significantly increased since last frame
end
if currentTime > self.lastSideCorrectionReachedTime + self.timeUntilRevertSideCorrection then
local sideCorrectionChangeAmount = dt * (vecToFocus.Magnitude) * self.revertSideCorrectionSpeedMultiplier
self.lastSideCorrectionMagnitude = self.lastSideCorrectionMagnitude - sideCorrectionChangeAmount
if sideCorrectionGoalVector.Magnitude >= self.lastSideCorrectionMagnitude then
self.lastSideCorrectionMagnitude = sideCorrectionGoalVector.Magnitude
self.lastSideCorrectionReachedTime = currentTime
self.isRevertingSideCorrection = false
end
end
end
-- Update cameraFocus to reflect side correction
cameraYawRotationAndXOffset = cameraYawRotationAndXOffset + (-vecToFocus.Unit * self.lastSideCorrectionMagnitude)
cameraFocus = rootPartUnrotatedCFrame * cameraYawRotationAndXOffset
self.currentCamera.Focus = cameraFocus
-- Calculate and apply CFrame for camera
local cameraCFrameInSubjectSpace =
cameraYawRotationAndXOffset *
pitchRotation * -- rotate around the X axis (look up/down)
yOffset * -- move camera up/vertically
zOffset -- move camera back
self.currentCFrame = rootPartUnrotatedCFrame * cameraCFrameInSubjectSpace
-- Move camera forward if zoomed in
if self.zoomAlpha > 0 then
local trueZoomedOffset = math.max(self.zoomedOffsetDistance - self.lastOcclusionDistance, 0) -- don't zoom too far in if already occluded
self.currentCFrame = self.currentCFrame:lerp(self.currentCFrame + trueZoomedOffset * self.currentCFrame.LookVector.Unit, self.zoomAlpha)
end
self.currentCamera.CFrame = self.currentCFrame
-- Handle occlusion
local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList)
if occlusionDistance > 1e-5 then
occlusionDistance = occlusionDistance + collisionRadius
end
if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player
if self.curOcclusionTween ~= nil then
self.curOcclusionTween:Cancel()
self.curOcclusionTween = nil
end
if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly
elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut
end
if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then
self.timeLastPoppedWayIn = currentTime
end
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
else -- make it hard/slow for camera to zoom out
self.isZoomingOut = true
if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame
self.lastOcclusionReachedTime = currentTime
end
-- If occlusion pops camera in to almost first person for a short time, pop out instantly
if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then
self.timeLastPoppedWayIn = 0
end
end
-- Update occlusion amount if timeout time has passed
if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then
if self.curOcclusionTween == nil then
self.occlusionTweenObject.Value = self.lastOcclusionDistance
local tweenInfo = TweenInfo.new(self.tweenOutTime)
local goal = {}
goal.Value = self.lastOcclusionDistance - self.normalOffset.Z
self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal)
self.curOcclusionTween:Play()
end
end
-- Apply occlusion to camera CFrame
local currentOffsetDir = self.currentCFrame.LookVector.Unit
self.currentCFrame = self.currentCFrame + (currentOffsetDir * self.lastOcclusionDistance)
self.currentCamera.CFrame = self.currentCFrame
-- Apply recoil decay
self.currentRecoil = self.currentRecoil - (self.currentRecoil * self.recoilDecay * dt)
if self:isHumanoidControllable() and self.rotateCharacterWithCamera then
self.currentHumanoid.AutoRotate = false
self.currentRootPart.CFrame = CFrame.Angles(0, self.yaw, 0) + self.currentRootPart.Position -- rotate character to be upright and facing the same direction as camera
self:applyRootJointFix()
else
self.currentHumanoid.AutoRotate = true
end
self:handlePartTransparencies()
self:handleTouchToolFiring()
end
-- This function keeps the held weapon from bouncing up and down too much when you move
function ShoulderCamera:applyRootJointFix()
if self.rootJoint then
local translationScale = self.zoomState and Vector3.new(0.25, 0.25, 0.25) or Vector3.new(0.5, 0.5, 0.5)
local rotationScale = self.zoomState and 0.15 or 0.2
local rootRotation = self.rootJoint.Part0.CFrame - self.rootJoint.Part0.CFrame.Position
local rotation = self.rootJoint.Transform - self.rootJoint.Transform.Position
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local leadRotation = rootRotation:toObjectSpace(yawRotation)
local rotationFix = self.rootRigAttach.CFrame
if self:isHumanoidControllable() then
rotationFix = self.rootJoint.Transform:inverse() * leadRotation * rotation:Lerp(CFrame.new(), 1 - rotationScale) + (self.rootJoint.Transform.Position * translationScale)
end
self.rootJoint.C0 = CFrame.new(self.rootJoint.C0.Position, self.rootJoint.C0.Position + rotationFix.LookVector.Unit)
end
end
function ShoulderCamera:sprintFromTouchInput()
local moveVector = nil
local activeController = nil
local activeControllerIsTouch = nil
if self.controlModule then
moveVector = self.controlModule:GetMoveVector()
activeController = self.controlModule:GetActiveController()
end
if moveVector and activeController then
activeControllerIsTouch = activeController.thumbstickFrame ~= nil or activeController.thumbpadFrame ~= nil
end
if activeControllerIsTouch then
return (moveVector and moveVector.Magnitude >= 0.9)
else
return false
end
end
function ShoulderCamera:sprintFromGamepadInput()
return self.movementPan.Magnitude > 0.9
end
function ShoulderCamera:onCurrentCharacterChanged(character)
self.currentCharacter = character
if self.currentCharacter then
self.raycastIgnoreList[1] = self.currentCharacter
self.currentHumanoid = character:WaitForChild("Humanoid")
self.currentRootPart = character:WaitForChild("HumanoidRootPart")
self.rootRigAttach = self.currentRootPart:WaitForChild("RootRigAttachment")
self.rootJoint = character:WaitForChild("LowerTorso"):WaitForChild("Root")
self.currentWaist = character:WaitForChild("UpperTorso"):WaitForChild("Waist")
self.currentWrist = character:WaitForChild("RightHand"):WaitForChild("RightWrist")
self.wristAttach0 = character:WaitForChild("RightLowerArm"):WaitForChild("RightWristRigAttachment")
self.wristAttach1 = character:WaitForChild("RightHand"):WaitForChild("RightWristRigAttachment")
self.rightGripAttachment = character:WaitForChild("RightHand"):WaitForChild("RightGripAttachment")
self.currentTool = character:FindFirstChildOfClass("Tool")
self.eventConnections.humanoidDied = self.currentHumanoid.Died:Connect(function()
self.zoomedFromInput = false
self:updateZoomState()
end)
self.eventConnections.characterChildAdded = character.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
self.currentTool = child
self:updateZoomState()
end
end)
self.eventConnections.characterChildRemoved = character.ChildRemoved:Connect(function(child)
if child:IsA("Tool") and self.currentTool == child then
self.currentTool = character:FindFirstChildOfClass("Tool")
self:updateZoomState()
end
end)
if Players.LocalPlayer then
local PlayerScripts = Players.LocalPlayer:FindFirstChild("PlayerScripts")
if PlayerScripts then
local PlayerModule = PlayerScripts:FindFirstChild("PlayerModule")
if PlayerModule then
self.controlModule = require(PlayerModule:FindFirstChild("ControlModule"))
end
end
end
else
if self.eventConnections.humanoidDied then
self.eventConnections.humanoidDied:Disconnect()
self.eventConnections.humanoidDied = nil
end
if self.eventConnections.characterChildAdded then
self.eventConnections.characterChildAdded:Disconnect()
self.eventConnections.characterChildAdded = nil
end
if self.eventConnections.characterChildRemoved then
self.eventConnections.characterChildRemoved:Disconnect()
self.eventConnections.characterChildRemoved = nil
end
self.currentTool = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil
end
end
function ShoulderCamera:onCurrentCameraChanged(camera)
if self.currentCamera == camera then
return
end
self.currentCamera = camera
if self.currentCamera then
self.raycastIgnoreList[2] = self.currentCamera
if self.eventConnections.cameraTypeChanged then
self.eventConnections.cameraTypeChanged:Disconnect()
self.eventConnections.cameraTypeChanged = nil
end
self.eventConnections.cameraTypeChanged = self.currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
if self.enabled then
self.currentCamera.CameraType = Enum.CameraType.Scriptable
end
end)
end
end
function ShoulderCamera:isHumanoidControllable()
if not self.currentHumanoid then
return false
end
local humanoidState = self.currentHumanoid:GetState()
return CONTROLLABLE_HUMANOID_STATES[humanoidState] == true
end
function ShoulderCamera:getCollisionRadius()
if not self.currentCamera then
return 0
end
local viewportSize = self.currentCamera.ViewportSize
local aspectRatio = viewportSize.X / viewportSize.Y
local fovRads = math.rad(self.fieldOfView)
local imageHeight = math.tan(fovRads) * math.abs(self.currentCamera.NearPlaneZ)
local imageWidth = imageHeight * aspectRatio
local cornerPos = Vector3.new(imageWidth, imageHeight, self.currentCamera.NearPlaneZ)
return cornerPos.Magnitude
end
function ShoulderCamera:penetrateCast(ray, ignoreList)
local tries = 0
local hitPart, hitPoint, hitNormal, hitMaterial = nil, ray.Origin + ray.Direction, Vector3.new(0, 1, 0), Enum.Material.Air
while tries < 50 do
tries = tries + 1
hitPart, hitPoint, hitNormal, hitMaterial = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false, true)
if hitPart and not hitPart.CanCollide then
table.insert(ignoreList, hitPart)
else
break
end
end
return hitPart, hitPoint, hitNormal, hitMaterial
end
function ShoulderCamera:getRelativePitch()
if self.currentRootPart then
local pitchRotation = CFrame.Angles(self.pitch, 0, 0)
local relativeRotation = self.currentRootPart.CFrame:toObjectSpace(pitchRotation)
local relativeLook = relativeRotation.lookVector
local angle = math.asin(relativeLook.Y)
return math.clamp(angle, self.minPitch, self.maxPitch)
end
return self.pitch
end
function ShoulderCamera:getCurrentFieldOfView()
if self.zoomState then
return self.zoomedFOV
else
return self.fieldOfView
end
end
function ShoulderCamera:handlePartTransparencies()
local partsLookup = {}
local accoutrementsLookup = {}
for _, child in pairs(self.currentCharacter:GetChildren()) do
local hidden = false
if child:IsA("BasePart") then
hidden = partsLookup[child.Name] == true
child.LocalTransparencyModifier = hidden and 1 or 0
elseif child:IsA("Accoutrement") then
local descendants = child:GetDescendants()
local accoutrementParts = {}
for _, desc in pairs(descendants) do
if desc:IsA("Attachment") and accoutrementsLookup[desc.Name] then
hidden = true
elseif desc:IsA("BasePart") then
table.insert(accoutrementParts, desc)
end
end
for _, part in pairs(accoutrementParts) do
part.LocalTransparencyModifier = hidden and 1 or 0
end
elseif child:IsA("Tool") then
hidden = self.zoomState and (self.hasScope or self.hideToolWhileZoomed)
for _, part in pairs(child:GetDescendants()) do
if part:IsA("BasePart") then
part.LocalTransparencyModifier = hidden and 1 or 0
end
end
end
end
end
function ShoulderCamera:setSprintEnabled(enabled)
self.sprintEnabled = enabled
end
function ShoulderCamera:setSlowZoomWalkEnabled(enabled)
self.slowZoomWalkEnabled = enabled
end
function ShoulderCamera:setHasScope(hasScope)
if self.hasScope == hasScope then
return
end
self.hasScope = hasScope
self:updateZoomState()
end
function ShoulderCamera:onSprintAction(actionName, inputState, inputObj)
self.sprintingInputActivated = inputState == Enum.UserInputState.Begin
end
-- Zoom related functions
function ShoulderCamera:isZoomed()
return self.zoomState
end
function ShoulderCamera:setHideToolWhileZoomed(hide)
self.hideToolWhileZoomed = hide
end
function ShoulderCamera:setZoomFactor(zoomFactor)
self.currentZoomFactor = zoomFactor
local nominalFOVRadians = math.rad(self.fieldOfView)
local nominalImageHeight = math.tan(nominalFOVRadians / 2)
local zoomedImageHeight = nominalImageHeight / self.currentZoomFactor
self.zoomedFOV = math.deg(math.atan(zoomedImageHeight) * 2)
self:updateZoomState()
end
function ShoulderCamera:resetZoomFactor()
self:setZoomFactor(self.defaultZoomFactor)
end
function ShoulderCamera:setForceZoomed(zoomed)
if self.forcedZoomed == zoomed then return end
self.forcedZoomed = zoomed
self:updateZoomState()
end
function ShoulderCamera:setZoomedFromInput(zoomedFromInput)
if self.zoomedFromInput == zoomedFromInput or (self.currentHumanoid and self.currentHumanoid:GetState() == Enum.HumanoidStateType.Dead) then
return
end
self.zoomedFromInput = zoomedFromInput
self:updateZoomState()
end
function ShoulderCamera:updateZoomState()
local isZoomed = self.forcedZoomed
if self.canZoom and not self.forcedZoomed then
isZoomed = self.zoomedFromInput
end
if not self.enabled or not self.currentTool then
isZoomed = false
end
self.zoomState = isZoomed
self.currentMouseRadsPerPixel = isZoomed and self.zoomedMouseRadsPerPixel or self.mouseRadsPerPixel
self.currentTouchSensitivity = isZoomed and self.zoomedTouchSensitivity or self.touchSensitivity
if self.weaponsSystem and self.weaponsSystem.gui then
self.weaponsSystem.gui:setCrosshairScaleTarget(self.zoomState and self.zoomedCrosshairScale or self.normalCrosshairScale)
self.weaponsSystem.gui:setCrosshairEnabled(not self.zoomState or not self.hasScope)
self.weaponsSystem.gui:setScopeEnabled(self.zoomState and self.hasScope)
if self.currentTool then
self.currentTool.ManualActivationOnly = self.zoomState and self.hasScope and UserInputService.TouchEnabled
end
end
if self.currentCamera then
self.desiredFieldOfView = self:getCurrentFieldOfView()
end
end
function ShoulderCamera:onZoomAction(actionName, inputState, inputObj)
if not self.enabled or not self.canZoom or not self.currentCamera or not self.currentCharacter or not self.weaponsSystem.currentWeapon then
self:setZoomedFromInput(false)
return Enum.ContextActionResult.Pass
end
self:setZoomedFromInput(inputState == Enum.UserInputState.Begin)
return Enum.ContextActionResult.Sink
end
-- Recoil related functions
function ShoulderCamera:setCurrentRecoilIntensity(x, y)
self.currentRecoil = Vector2.new(x, y)
end
function ShoulderCamera:addRecoil(recoilAmount)
self.currentRecoil = self.currentRecoil + recoilAmount
end
-- Input related functions
function ShoulderCamera:applyInput(yaw, pitch)
local yInvertValue = UserGameSettings:GetCameraYInvertValue()
self.yaw = self.yaw + yaw
self.pitch = math.clamp(self.pitch + pitch * yInvertValue, self.minPitch, self.maxPitch)
end
function ShoulderCamera:processGamepadInput(dt)
local gamepadPan = self.gamepadPan
if gamepadPan then
gamepadPan = gamepadLinearToCurve(gamepadPan)
if gamepadPan.X == 0 and gamepadPan.Y == 0 then
self.lastThumbstickTime = nil
if self.lastThumbstickPos.X == 0 and self.lastThumbstickPos.Y == 0 then
self.currentGamepadSpeed = 0
end
end
local finalConstant = 0
local currentTime = tick()
if self.lastThumbstickTime then
local elapsed = (currentTime - self.lastThumbstickTime) * 10
self.currentGamepadSpeed = self.currentGamepadSpeed + (6 * ((elapsed ^ 2) / 0.7))
if self.currentGamepadSpeed > 6 then self.currentGamepadSpeed = 6 end
if self.lastGamepadVelocity then
local velocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)
local velocityDeltaMag = (velocity - self.lastGamepadVelocity).Magnitude
if velocityDeltaMag > 12 then
self.currentGamepadSpeed = self.currentGamepadSpeed * (20 / velocityDeltaMag)
if self.currentGamepadSpeed > 6 then
self.currentGamepadSpeed = 6
end
end
end
finalConstant = GameSettings.GamepadCameraSensitivity * self.currentGamepadSpeed * dt
self.lastGamepadVelocity = (gamepadPan - self.lastThumbstickPos) / (currentTime - self.lastThumbstickTime)
end
self.lastThumbstickPos = gamepadPan
self.lastThumbstickTime = currentTime
local yawInput = -gamepadPan.X * finalConstant * self.gamepadSensitivityModifier.X
local pitchInput = finalConstant * gamepadPan.Y * GameSettings:GetCameraYInvertValue() * self.gamepadSensitivityModifier.Y
self:applyInput(yawInput, pitchInput)
end
end
function ShoulderCamera:handleTouchToolFiring()
if self.touchObj then
if self.lastTapEndTime then -- and not (self.zoomState and self.hasScope) then
local touchTime = tick() - self.lastTapEndTime
if touchTime < self.touchDelayTime and self.currentTool and self.touchPanAccumulator.Magnitude < 0.5 and not self.firingTool and not self.applyingTouchPan then
self.firingTool = true
self.currentTool:Activate()
end
end
else
if self.currentTool and self.firingTool then
self.currentTool:Deactivate()
end
self.firingTool = false
end
end
function ShoulderCamera:isTouchPositionForCamera(pos)
if LocalPlayer then
local guiObjects = LocalPlayer.PlayerGui:GetGuiObjectsAtPosition(pos.X, pos.Y)
for _, guiObject in ipairs(guiObjects) do
if guiObject.Name == "DynamicThumbstickFrame" then
return false
end
end
return true
end
return false
end
function ShoulderCamera:onInputBegan(inputObj, wasProcessed)
if self.touchObj then
self.touchObj = nil
wasProcessed = false
end
if inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
self.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
self.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
elseif inputObj.UserInputType == Enum.UserInputType.Touch then
local touchStartPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
if not wasProcessed and self:isTouchPositionForCamera(touchStartPos) and not self.touchObj then
self.touchObj = inputObj
self.touchStartTime = tick()
self.eventConnections.touchChanged = inputObj.Changed:Connect(function(prop)
if prop == "Position" then
local touchTime = tick() - self.touchStartTime
local newTouchPos = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
local delta = (newTouchPos - touchStartPos) * self.currentTouchSensitivity
local yawInput = -delta.X
local pitchInput = -delta.Y
if self.touchPanAccumulator.Magnitude > 0.01 and touchTime > self.touchDelayTime then
if not self.applyingTouchPan then
self.applyingTouchPan = true
self.touchPanAccumulator = Vector2.new(0, 0)
end
end
self:applyInput(yawInput, pitchInput)
self.touchPanAccumulator = self.touchPanAccumulator + Vector2.new(yawInput, pitchInput)
touchStartPos = newTouchPos
end
end)
end
end
end
function ShoulderCamera:onInputChanged(inputObj, wasProcessed)
if inputObj.UserInputType == Enum.UserInputType.MouseMovement then
local yawInput = -inputObj.Delta.X * self.currentMouseRadsPerPixel.X
local pitchInput = -inputObj.Delta.Y * self.currentMouseRadsPerPixel.Y
self:applyInput(yawInput, pitchInput)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
self.gamepadPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
self.movementPan = Vector2.new(inputObj.Position.X, inputObj.Position.Y)
end
end
function ShoulderCamera:onInputEnded(inputObj, wasProcessed)
if inputObj.KeyCode == Enum.KeyCode.Thumbstick2 then
self.gamepadPan = Vector2.new(0, 0)
elseif inputObj.KeyCode == Enum.KeyCode.Thumbstick1 then
self.movementPan = Vector2.new(0, 0)
elseif inputObj.UserInputType == Enum.UserInputType.Touch then
if self.touchObj == inputObj then
if self.eventConnections and self.eventConnections.touchChanged then
self.eventConnections.touchChanged:Disconnect()
self.eventConnections.touchChanged = nil
end
local touchTime = tick() - self.touchStartTime
if self.currentTool and self.firingTool then
self.currentTool:Deactivate()
elseif self.zoomState and self.hasScope and touchTime < self.touchDelayTime and not self.applyingTouchPan then
self.currentTool:Activate() -- this makes sure to shoot the sniper with a single tap when it is zoomed in
self.currentTool:Deactivate()
end
self.firingTool = false
self.touchPanAccumulator = Vector2.new(0, 0)
if touchTime < self.touchDelayTime and not self.applyingTouchPan then
self.lastTapEndTime = tick()
else
self.lastTapEndTime = nil
end
self.applyingTouchPan = false
self.gamepadPan = Vector2.new(0, 0)
self.touchObj = nil
end
end
end
return ShoulderCamera
robloxapp-20230327-0221386.wmv (919.5 KB)