jmr11b
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| Joined: 19 Aug 2010 |
| Total Posts: 806 |
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| 07 Jul 2013 02:07 AM |
| I am making a weapon and I used local bricks so you can see the arms when zoomed all the way in, but the problem is now the other players can't see eachothers arms when they take out the weapon. How can I fix this besides rewriting the script creating 2 parts one for the camera and one for real player? Or is that the only way? |
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jmr11b
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| Joined: 19 Aug 2010 |
| Total Posts: 806 |
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| 07 Jul 2013 02:29 AM |
| Just keep the player's original arms and make your own arms for the player to see when in first person mode. |
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jmr11b
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| Joined: 19 Aug 2010 |
| Total Posts: 806 |
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| 07 Jul 2013 02:32 AM |
| The thing is I'm doing animations though, so I can't use their real arms. |
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jmr11b
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| Joined: 19 Aug 2010 |
| Total Posts: 806 |
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| 07 Jul 2013 02:39 AM |
| Can I? I okay I guess it may be worth a try, but whenever I have used the real arms for animations the welds mess the up and when it is over the arms fall off. |
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| 07 Jul 2013 02:44 AM |
| That's because it destroys the Left and Right shoulders. Reparent them somewhere else and when the tool is unequipped reparent them back under the Torso. |
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jmr11b
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| Joined: 19 Aug 2010 |
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| 07 Jul 2013 02:49 AM |
| Okay, thanks for the help! |
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sycips
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| Joined: 21 Mar 2011 |
| Total Posts: 1368 |
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| 07 Jul 2013 06:49 AM |
Put the animated arms in the tool and make your own arms transparent 1. Then everyone sees the animation.
~sycips~
ps, put the animation code in a local script! Then you won't get much lag... |
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jmr11b
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| Joined: 19 Aug 2010 |
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| 07 Jul 2013 10:51 AM |
| The 'Tool' is a hopperbin, will I get the same effect? |
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jmr11b
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| Joined: 19 Aug 2010 |
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| 07 Jul 2013 11:20 AM |
| Ahh I don't think that works with a hopperbin. |
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sycips
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| Joined: 21 Mar 2011 |
| Total Posts: 1368 |
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| 07 Jul 2013 12:39 PM |
| yes it will work! The famous paintball game did the same! The player always holds the gun, but it only shoots when you equip the hopperbin! |
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jmr11b
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| Joined: 19 Aug 2010 |
| Total Posts: 806 |
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| 07 Jul 2013 12:44 PM |
| Okay I will give it a try! Thanks a lot for your help! |
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jmr11b
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| Joined: 19 Aug 2010 |
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| 07 Jul 2013 12:49 PM |
| The arms don't show up when I put them in the hopperbin. |
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jmr11b
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| Joined: 19 Aug 2010 |
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| 07 Jul 2013 01:15 PM |
| I'm just going to have to make two separate clones for each... |
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sycips
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| Joined: 21 Mar 2011 |
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| 07 Jul 2013 02:44 PM |
no, no, you don't put the arms in the hopperbin! You put the arms in a place where everyone can see them! So: workspace, a Hat, a Tool or a Model (which is not the character!)... Then they will show up!
~sycips~ |
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jmr11b
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| Joined: 19 Aug 2010 |
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| 07 Jul 2013 03:20 PM |
| But if they are in workspace you can't see them when you zoom in to first person. Same with the others. |
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sycips
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| Joined: 21 Mar 2011 |
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| 08 Jul 2013 03:33 AM |
That's not true! If you put a part in workspace, you also see it zommed in! The only parts which will get invisible are the parts and hats of the character! f you put the part NOT there, it'll be visible zommed in as well! (and with workspace, I mean litterly workspace and not inside the character!)
~sycips~ |
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Infocus
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| Joined: 28 Apr 2011 |
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| 08 Jul 2013 08:27 AM |
Orrrr
Make a part and parent it to CurrentCamera
Weld to player
Animate the joints
??? Profit |
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| 08 Jul 2013 08:33 AM |
| If you're gunna use a hopperbin, you might as well just use :GetMouse() since hopperbins are unsupported and deprecated by ROBLOX. |
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DrWaffler
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| Joined: 16 Sep 2011 |
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| 08 Jul 2013 08:35 AM |
Hopperbins offer advantages that :GetMouse() doesn't have.
Like the fact that hopperbins DON'T FLIPPING BREAK WHEN ROBLOX UPDATES LIKE OMG ROBLOX WHY |
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| 08 Jul 2013 08:36 AM |
| That makes no sense because they don't break. |
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DrWaffler
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| Joined: 16 Sep 2011 |
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| 08 Jul 2013 08:47 AM |
The last ROBLOX update, before they fixed it, broke :GetMouse()
Games like Battlefield, Territory Conquest, Dungeon Delver, and games like them that used :GetMouse() failed and no longer worked. |
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jmr11b
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| Joined: 19 Aug 2010 |
| Total Posts: 806 |
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| 08 Jul 2013 09:12 AM |
@sycips Oh okay I understand you now! I will give that a try! Sorry for the miscommunication. |
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Infocus
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| Joined: 28 Apr 2011 |
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| 08 Jul 2013 09:18 AM |
plyr = game.Players.LocalPlayer char = plyr.Character
arm = Instance.new("Part", workspace.CurrentCamera) arm.Size = Vector3.new(1, 2, 1)
weld = Instance.new("Weld", char.Torso) weld.Part0 = char.Torso weld.Part1 = arm weld.C0 = weld.C0 * CFrame.Angles(0,0,0)
arm.CFrame = CFrame.new(1.5, .5, 0) * CFrame.Angles(0, math.rad(90), 0)
Work your way from here
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