whenever i play the game in studio it looks like this
https://gyazo.com/8bec8934fb7eb5595ea389c265f718cf
heres the error log:
https://gyazo.com/b2fd49cb806daf8ecf3280f3e6671a11
I tried exporting the idle animation as my own and changing the idle animation id in the viemodel. But it didnt work. I have no clue what to do. Help!
Hi, I would like to thankyou because this is truly amazing and its very well written and helpful, I was wondering how we would go about detecting if the player got a kill. If anyone could help my out please let me know. Thankyou.
when dealing damage, check if the humanoid has no health left and just give the player dealing damage a kill.
So Iām really confused on Part 6 and 7 where you say on the script you are gonna add a FPS module and then in the next step the FPS module is already there. I donāt know if itās just because Iām stupid enough but can you clarify where you got the FPS module or tell me where in the post did you make a module name it and scripted it because Iām really confused sorry.
the beginning of the code samples should tell you the name and whateverās put inbetween should help too. otherwise just check how itās done in the demo place.
Thereās a problem with step 7 with the final offset. So basically on the final offset part of the script, there is an error that the output points out which is that Iām trying to āattempt to index nil with 'offsetsā. Iāve been trying to fix this myself but to no avail. (And yes I looked in the open-sourced game and still nothing) Sorry for replying twice but I have no clue, help!
screenshot of the line that causes the error?
Iāve finished this tutorial and part 2, while skipping unnecessary animations with the idea Iād just do them later. However, I was wondering how you had the viewmodel rig set up to animate in that one screenshot, my viewmodel makes it so I can only animate the arms, which isnāt ideal as I would like to animate the magazine and the bolt of the gun. The gun is rigged correctly, but when it gets merged with the viewmodel the hierarchy in Moon Animator is just weaponRootPart > right / left
Hey, amazing tutorial!
local enumBinds = {
[1] = "One";
[2] = "Two";
[3] = "Three";
}
About it, why using [1] =
xD, sorry for the comment, but, index getās automatically assigned, so no need to do this
local enumBinds = {
[1] = "One";
[2] = "Two";
[3] = "Three";
}
print(enumBinds[1])
Because is equal to this:
local enumBinds = {
"One";
"Two";
"Three";
}
print(enumBinds[1])
your choice
Iām more of a visual learner and I was hoping that someone could send me a video on how to set this up and animate it.
I spent hours trying to make this and couldnāt get it to work for some reason. Then I noticed you had an uncopylocked version
But on a serious note this is an amazing tutorial well done I loved it.
This is a very in-depth guide and I have found this very useful as I have been confused as to how I should start creating a framework from scratch. This is a great tutorial and I will share this with some of my friends! Keep up the good work!
PS: I know Iām late to find this but Iām very appreciative.
This will improve my in game graphics right?
Hey i have an issue with the arms, the weapon and the equipping work perfectly fine, but the arms just donāt connect.
https://gyazo.com/5a8fb604e57eeeb040a01b371b490fe6 ā The gif
weaponās part0 is rootPart, and for left and right parts nothing is assigned to the mt6dā¦
Edit: btw the script is like this.
self.viewmodel.rootPart.CFrame = CFrame.new(0, -100, 0)
self.viewmodel.rootPart.weapon.Part1 = self.viewmodel.weaponRootPart
self.viewmodel.left.leftHand.Part0 = self.viewmodel.weaponRootPart
self.viewmodel.right.rightHand.Part0 = self.viewmodel.weaponRootPart
Thanks in advance?
EDIT: i fixed it, i just welded the parts lol
What if i wanted to make a better springs module what should i add in?, also whatās the idea of your shove function?
- I havenāt used other spring modules at all, so i canāt say.
- :shove() just bonks the spring in a given Vector3 direction as hopefully explained in the tutorial