@BlackShibe
This is great, I am looking forward to learning more about FPS framework and scripting, There is one big problem, the gun gets slapped to the center of my screen, how would I fix this? It can get a bit annoying at times and I am not sure how to fix it.
Yeah, maybe this bit of the tutorial will need to be less dug-in. @YT_Gamer1212 I believe this is the solution for your problem.
Do you have recommended coords, and if so what do I do after I find them?
trial and errors since different gun meshes or game styles have different recommended coords
I tried to dig it out a little bit by adding a header, itâs 7.1. now
fun fact, I actually thought I forgot it when someone else asked about the offsets because i literally could not find it in the tutorial
Nice tutorial!! Thanks for sharing!
For all those that want to add an aiming part (AIM_PART) instead of having to tryânâerror the offset, put this line in the update()
function before aimOffset is calculated.
self.viewmodel.offsets.aim.Value = self.viewmodel.AIM_PART.CFrame:ToObjectSpace(self.viewmodel.rootPart.CFrame)
That could be fixed with some simple bool value coding, correct me if Iâm wrong.
Extremely nice and well-detailed article. I will start making my first FPS now. :))
I thought I was the only one who said coolio. I am not alone! :DD
While rigging, my priority is all messed up. I canât get most of my motor 6dâs to show up. Iâve tried so many different setups and so far, nothing has worked. Is it possible you could show what your setup was for the picture of you animating the arms? Or does anyone else have a similar setup they could share? Thanks. Also, I canât look at the example place for guidance here as the animations arenât public and wonât let me import them. Several people appear to be having rigging issues as that section was not transparent and we canât see your set up.
Edit: Iâve made it this far but the parts wonât rotate, they just snap back into place.
Anyone know why this is happening and how i can fix it? I followed the tutorial as shown
https://gyazo.com/4466649ce7f81fb7b8fe6f4d1d0829ed
Great tutorial but I ran into a problem. Using the system, if I were to publish it and set to R6, it works, but not great. Here is what I mean.
The gun itself still functions, but as you can tell from the image, isnât functioning visually.
Any help why this is happening?
Hey, how would I go about making r15 viewmodels?
mass reply
@ruinzxxa
the viewmodel seems to be running on something that isnt the renderstepped loop
i wasnt notified of the reply and need to see code to find out
@adeformed_kidYT
it uses animations, reupload those as stated in the original post
if that doesnât work, make your own
@KazabiteBoltiz
rigging a r15 viewmodel
(donât actually do that, they look horrendous so just use an anthro rig)
I meant scripting the r15 viewmods. I am using anthro rigs already
Literally no difference. The game does not interact with them at all. only thing is youâd probably have to do inverse kinematics.
you could try adding the following to the unequip function
if self.firing then self:fire(false) end
I will test it myself soon
Astonishingly helpful tutorial. Learned a bunch about rays and viewmodels in under an hour because of your information. One question I have, though, is how you would go about making custom guns (shotguns, rocket launchers, etc.). Iâve tried making my own module script with different weapon IDs, but I guess Iâm not smart enough (yet) to do something like this. Any help would be much appreciated.
thatâs something that requires a bit more work. Iâve done this in a very scalable way myself, update coming someday ( I have a place to dump the old tutorial now so I can update it, i have my own website )
ok but how
the âweapon handlerâ in the tutorial becomes a movement controller with weapon support, and gun functionality is split into a separate module with a keybind map to control which buttons do what per-gun.
you can also cache viewmodels for better equip performance during this step.
I will elaborate on this soon (maybe even this year?)
What do you add for to animate? when I click on the viewmodel (arms) It only adds up CFrame and stuff, Iâm trying to make a run animationâŚ