I noticed that my viewmodel of gun is shaking slightly , i dont know what is causing it but i need it to hold still
I tried removing all additions like sway,walk,etc… but its still shaking
this is my viewmodel script
-- vm is the viewmodel
local function viewmodel()
eqpspring:shove(Vector3.new(-7,-6,4))
wait(.07)
vm.Parent = workspace.CurrentCamera
game:GetService("RunService").RenderStepped:Connect(function(deltaTime)
vm:SetPrimaryPartCFrame(camera.CFrame
* CFrame.Angles(0,0,strafing.z)
* CFrame.Angles(WalkCFrame.X,WalkCFrame.Y,WalkCFrame.Z)
* aimCFrame
* BreathCFrame
* CFrame.Angles(jumps.x,jumps.y,jumps.z)
* CFrame.Angles(0,-SwayCFrame.Position.X,-SwayCFrame.Position.X * 1.2)
* CFrame.new(-SwayCFrame.Position.X / 1.7,SwayCFrame.Position.Y / 1.7,0)
)
if Equipped then
if Reloading == true then
gui.Frame.Ammo.Text = "RLD".." / "..tool.Mags.Value
else
gui.Frame.Ammo.Text = tool:WaitForChild("Ammo").Value.." / "..tool.Mags.Value
end
end
timeElapsed1+= deltaTime
if timeElapsed1 < refreshRate1 then return end -- Only update ever X seconds
timeElapsed1 = 0
if strafeA == true then
strafeCFrame = Vector3.new(0,1,0.05)
velocity = Vector3.new(0,-player.Character.Humanoid.WalkSpeed*46.2,0)
elseif strafeD == true then
strafeCFrame = Vector3.new(0,1,-0.05)
velocity = Vector3.new(0,-player.Character.Humanoid.WalkSpeed*46.2,0)
elseif Walk then
strafeCFrame = Vector3.new(0,0,0)
velocity = Vector3.new(0,-player.Character.Humanoid.WalkSpeed*46.2,0)
else
strafeCFrame = Vector3.new(0,0,0)
velocity = Vector3.new(0,0,0)
EQuipCfrma = Vector3.new(0,0,0)
end
end)
end