shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 15 Oct 2013 07:40 PM |
I am wondering if it is possible to force mouselockswitch, but where it is always on.
It would make my life a lot easier for this game I am working on, but I am not sure if it is possible.
If it is possible, how would I go about doing it? |
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| 15 Oct 2013 08:05 PM |
| Real ML? Impossible. Simulated? Yes. |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 15 Oct 2013 08:07 PM |
Dang, I didn't want to have to make a third person mouse lock system.
Oh well, I still have my fallback option of invisible floating head that the cam is attached to behind and to the right of your character. |
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| 15 Oct 2013 08:08 PM |
| That's exactly what I planned to do too, I was planning to make a Third-person shooter. |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 15 Oct 2013 08:11 PM |
| I am working on some game called Abandoned Destiny, it is supposed to be a 3rd Person Sci-Fi Shooter RPG. |
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| 15 Oct 2013 09:11 PM |
| u use haxy camera interpolation and mouse icon skillz |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 15 Oct 2013 09:13 PM |
Well, I want to keep this as non-haxxy as I can.
Changing the C0 of the neck joint is what my fallback option entails, then it locks into FPS, and has a psuedo character that is in workspace welded to your torso and joints.
It leaves an unclean feeling, but it is the simplest solution I could come up with in 5 minutes. |
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| 16 Oct 2013 09:46 AM |
| That's what I did at my third person place. The problem is the head wont fall through parts so if you walk off a ledge your head will just sit there. |
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| 16 Oct 2013 12:55 PM |
| I did it too. It's quite easy, infact. |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 16 Oct 2013 08:27 PM |
Causticity, cancollide = false
And some fancy raycasting to determine if there is a wall by your torso. |
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| 16 Oct 2013 08:30 PM |
@Causticity
Wait you're alive!? It's LuaWeaver/BrandonFireflower/That guy you may or may not hate/The guy that talked with you a lot on LL. Add me on Skype; just PM me, or check your history, for we talked once there.
while obamacare() do benefitMiddleClass() end --LuaWeaver |
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shred1894
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| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
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| 16 Oct 2013 11:52 PM |
Char.Torso.Neck.C0 = CFrame.new((Char.Torso.CFrame.lookVector*(8))+Vector3.new(0,2.5,0))*CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(-180))
function HeadPanController() while true do prtt,pos = game.Workspace:FindPartOnRay(Ray.new(Char.Head.Position,(Char.Head.Position-(Char.Head.Position+Vector3.new(0,5,0)))),Char) if prtt and pos then else prtt,pos = game.Workspace:FindPartOnRay(Ray.new(Char.Head.Position,(Char.Head.Position-(Char.Head.Position-Vector3.new(0,5,0)))),Char) end if prtt and pos then if (pos-Char.Head.Position).Magnitude < 5 then dec = (5-(pos-Char.Head.Position).Magnitude)/5 Char.Torso.Neck.C0 = CFrame.new((Char.Torso.CFrame.lookVector*(8-(dec/4)))+Vector3.new(0,2.5-(dec/4),0))*CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(-180)) else Char.Torso.Neck.C0 = CFrame.new((Char.Torso.CFrame.lookVector*(8))+Vector3.new(0,2.5,0))*CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(-180)) end else Char.Torso.Neck.C0 = CFrame.new((Char.Torso.CFrame.lookVector*(8))+Vector3.new(0,2.5,0))*CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(-180)) end wait(.03) end end coroutine.resume(coroutine.create(HeadPanController))
For whatever reason, it moves the head to the side, even though I am not doing anything that would make the head move to the left or right in the code...
I do have it moving inwards and back though.
Any ideas why this is moving my head sideways? |
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| 17 Oct 2013 12:20 AM |
Hi LuaWeaver
shred,
Why dont you just weld a pseudo character to the real one and then make a weld in the head part0 = real head and part1 = pseudo character head co = CFrame.new() c1 = some offset I use something like (2.5,1.5,5) |
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