Ruinable
|
  |
| Joined: 14 Sep 2014 |
| Total Posts: 8903 |
|
|
| 07 Nov 2014 03:56 PM |
No errors, it just drags me under the baseplate.
local tool = script.Parent tool.Equipped:connect(function(mouse) mouse.Move:connect(function() tool.Handle.CFrame=CFrame.new(tool.Handle.CFrame.p,mouse.hit.p):toObjectSpace(tool.Handle.CFrame); end) end)
gr8 b8 on a sl8 pl8 of f8 m8 | ( ͡° ͜ʖ ͡°) |
|
|
| Report Abuse |
|
jakej78b
|
  |
| Joined: 09 Mar 2011 |
| Total Posts: 813 |
|
|
| 07 Nov 2014 09:18 PM |
The one in the video appeared to make your gun go up and down when you moved, not when the mouse moved. Might be better to use a KeyDown event, so that it isn't fired as often.
http://wiki.roblox.com/index.php?title=API:Class/Mouse/KeyDown
As for teleporting under the map, it could be because the Handle of your gun is positioned awkwardly, to where it makes you go under the map. CFraming and animations aren't really my thing, but that's my piece. |
|
|
| Report Abuse |
|
|
| 08 Nov 2014 09:26 AM |
http://www.roblox.com/gun-item?id=186063112
There, use it's scripts. It just like RAT's engine.
It doesnt have the gui's n stuff, but you can make the guis in it, really easy.
And uhm, you can aim downsights and has the same with the zoom in stuff as RAT. Only it doesnt give particles effect swhile shooting.
Don't know how to use this at a new gn model you made?
Contact me!
~ Dylan. |
|
|
| Report Abuse |
|
Ruinable
|
  |
| Joined: 14 Sep 2014 |
| Total Posts: 8903 |
|
|
| 08 Nov 2014 09:44 AM |
Sorry, I was testing. It didn't work. Could you help me out?
(Btw, do you remember me? You developed for.. Eviction I think?)
gr8 b8 on a sl8 pl8 of f8 m8 | ( ͡° ͜ʖ ͡°) |
|
|
| Report Abuse |
|
Ruinable
|
  |
| Joined: 14 Sep 2014 |
| Total Posts: 8903 |
|
|
| 08 Nov 2014 09:48 AM |
I tried to draw out the movement parts cause I want to use my own shooter script http://www.roblox.com/Ruinables-Place-Number-27-place?id=185535274 This is all in a seperate localscript
local Tool = script.Parent local plr = game.Players.LocalPlayer local Character = plr.Character local Mouse = plr:GetMouse() local Camera = workspace.CurrentCamera local Settings = { OneHanded = false ,FakeArms = true ,FakeArmTransparency = 0 ,RightPos = CFrame.new(-0.75, -0.25, 0.5) * CFrame.Angles(math.rad(-90), 0, 0) ,LeftPos = CFrame.new(1, 1, 0.5) * CFrame.Angles(math.rad(-90), math.rad(45), 0) ,AimPart = Tool.AimPart ,AimPartOffset = CFrame.new() ,AimGripOffset = Vector3.new(0, 0, 0) ,LeftAimPos = CFrame.new(1, 1.2, 0.5) * CFrame.Angles(math.rad(-90), math.rad(30), 0) ,AimAnim = { Enabled = false ,Frames = 50 ,Time = 0.1}}
Camera.Changed:connect(function() if (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude < 1 and Equipped then Mouse.TargetFilter = workspace Character.Torso.Neck.C1 = CFrame.new() Character.Torso.Neck.C0 = CFrame.new(0, 1.5, 0) * CFrame.Angles(math.asin((Mouse.Hit.p - Mouse.Origin.p).unit.y), 0, 0) end end) Mouse.Idle:connect(function() if (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude < 1 and Equipped then Mouse.TargetFilter = workspace Character.Torso.Neck.C1 = CFrame.new() Character.Torso.Neck.C0 = CFrame.new(0, 1.5, 0) * CFrame.Angles(math.asin((Mouse.Hit.p - Mouse.Origin.p).unit.y), 0, 0) end end) while wait() and Equipped do if Sprinting then Right_Weld.C0 = CFrame.new(0, -1.5, 0) * Settings.SprintArmOffset Left_Weld.C0 = CFrame.new(0, -1.5, 0) * Settings.SprintArmOffset elseif not Aiming then Left_Weld.C0 = CFrame.new(0, -1.5, 0) end if (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude > 1 and Equipped then Mouse.TargetFilter = nil Character.Torso.Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Character.Torso.Neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end end
local Arms_Made local Fake_Arm_Right, Fake_Arm_Left, Fake_Arm_Model
Tool.Equipped:connect(function(Mouse) if Character and not Arms_Made then Arms_Made = true local Torso = Character.Torso Torso["Right Shoulder"].Part1 = nil Left_Weld = Instance.new("Weld", Torso) Left_Weld.Name = "Left_Weld" Left_Weld.Part0 = Character.Head Left_Weld.C0 = CFrame.new(0, -1.5, 0) if not Settings.OneHanded then Torso["Left Shoulder"].Part1 = nil Left_Weld.Part1 = Character["Left Arm"] end Right_Weld = Instance.new("Weld", Torso) Right_Weld.Name = "Right_Weld" Right_Weld.Part0 = Character.Head Right_Weld.Part1 = Character["Right Arm"] Right_Weld.C0 = CFrame.new(0, -1.5, 0) Left_Weld.C1 = Settings.LeftPos Right_Weld.C1 = Settings.RightPos end if Settings.FakeArms and not Fake_Arm_Right then Fake_Arm_Right, Fake_Arm_Left = Character["Right Arm"]:Clone(), Character["Left Arm"]:Clone() Fake_Arm_Right.FormFactor, Fake_Arm_Left.FormFactor = "Custom", "Custom" Fake_Arm_Right.Size, Fake_Arm_Left.Size = Vector3.new(), Vector3.new() local fakeArms = {Fake_Arm_Right, Fake_Arm_Left} for i = 1, 2 do local w = Instance.new("Weld", fakeArms[i]) w.Part0 = Character[fakeArms[i].Name] w.Part1 = fakeArms[i] fakeArms[i].Transparency = Settings.FakeArmTransparency end Fake_Arm_Model = Instance.new("Model", Camera) Fake_Arm_Right.Parent = Fake_Arm_Model if not Settings.OneHanded then Fake_Arm_Left.Parent = Fake_Arm_Model end Fake_Arm_Model.Name = "FakeArms" if Settings.CharacterMeshes then for i, v in pairs(Character:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.LeftArm or v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.RightArm then v:Clone().Parent = Fake_Arm_Model end end end if Character:FindFirstChild("Shirt") then Instance.new("Humanoid", Fake_Arm_Model) Character.Shirt:Clone().Parent = Fake_Arm_Model else local Arm_Mesh = Instance.new("SpecialMesh", Fake_Arm_Right) Arm_Mesh.MeshType, Arm_Mesh.Scale = "Brick", Vector3.new(5, 10, 5) local Arm_Mesh2 = Instance.new("SpecialMesh", Fake_Arm_Left) Arm_Mesh2.MeshType, Arm_Mesh2.Scale = "Brick", Vector3.new(5, 10, 5) end end end)
Tool.Unequipped:connect(function() Equipped = false Tool.GripPos = Orig_Grip Aiming = false Settings.Spread = Orig_Spread if Settings.ChangeFOV[1] then Camera.FieldOfView = 70 end if Gui then Gui:Destroy() Gui = nil end for i, v in pairs(Tool.Handle:GetChildren()) do if v:IsA("Sound") then v:Stop() end end if Fake_Arm_Right and Fake_Arm_Left and Fake_Arm_Model then Fake_Arm_Model:Destroy() Fake_Arm_Right, Fake_Arm_Left, Fake_Arm_Model = nil, nil, nil end if Character and Left_Weld and Right_Weld then Arms_Made = false local Torso = Character.Torso Torso["Right Shoulder"].Part1, Torso["Left Shoulder"].Part1 = Character["Right Arm"], Character["Left Arm"] Left_Weld:Destroy() Right_Weld:Destroy() end Sprinting = false Character.Torso.Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Character.Torso.Neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Character.Humanoid.WalkSpeed = 16 end)
gr8 b8 on a sl8 pl8 of f8 m8 | ( ͡° ͜ʖ ͡°) |
|
|
| Report Abuse |
|
|
| 08 Nov 2014 09:50 AM |
Eh, you could the best edit it, not copy parts.
this script is really to advanced for me too..
i can help you with making it in format of guns, etc.
not that much of a problem, and a little editing with guis, wouldnt be that hard? |
|
|
| Report Abuse |
|
|
| 08 Nov 2014 09:53 AM |
hao to get the angle for teh gun
local angle = CFrame.new(HEAD.Position, MOUSE.Hit.p).lookVector.Y
when the mouse moves NECK.C0 = CFrame.new(0, 1.5, 0) * CFrame.Angles(math.asin(angle), 0, 0)
guise i have a siggy |
|
|
| Report Abuse |
|