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Re: Guideline for creating Fenrier style weapons

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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
13 Feb 2015 10:54 PM
I use this, and thought I'd share it. It's a bit of a rough guideline for creating tools (mainly weapons) with CFrame animated limbs, like Fenrier's. I use a HopperBin and a LocalScript, although you can substitute it for a tool if you change a few things.


--Assign variables to meshes, sounds, etc
--CFrame interpolation function (i.e Stravant's)
--Wait for character to load
--Assign variables to player, character, limbs and default Motor6Ds
--Assign special variable to RootJoint in HumanoidRootPart for rotating torso
--Create variables for the default C0 and C1 limb welds (for easy non-relative rotating)

--Create a boolean "selected" variable (false)
--Create a boolean "input_ready" variable (false)
--Predefine variables for replacement limb welds

--Selected function
----Set selected variable to true
----If replacement limb welds exist, destroy them
----Create replacement limb welds in torso
----Detatch Part1 of default Motor6Ds
----Attach Part0 and Part1 of replacement welds
----Set C0 and C1 of replacement welds so they rotate like Motor6D limbs
----Make loop & animate welds and RootJoint to default equipped pose
--------Break loop if selected is false
----Return if selected is false
----Set input_ready variable to true
----Listen for input and make stuff happen if input_ready is true

--Deselected function
----Set input_ready variable to false
----Set selected variable to false
----Make loop & animate welds and RootJoint to normal unequipped pose
--------Break loop if selected is true
----Return if selected is true
----Destroy replacement welds
----Re attach default Motor6Ds
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
13 Feb 2015 10:55 PM
you used so many -- it bothers me
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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
13 Feb 2015 10:59 PM
@128GB sorry m8

it's meant to be copy/pasted into a script to act as a guideline (like a blueprent)
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
13 Feb 2015 11:00 PM
you still used too many --


--[[
hey
how are you

I'm on more than one line
]]
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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
13 Feb 2015 11:02 PM
well feel free to edit it
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128GB is not online. 128GB
Joined: 17 Apr 2014
Total Posts: 8056
13 Feb 2015 11:05 PM
--[[
Assign variables to meshes, sounds, etc
CFrame interpolation function (i.e Stravant's)
Wait for character to load
Assign variables to player, character, limbs and default Motor6Ds
Assign special variable to RootJoint in HumanoidRootPart for rotating torso
Create variables for the default C0 and C1 limb welds (for easy non-relative rotating)

Create a boolean "selected" variable (false)
Create a boolean "input_ready" variable (false)
Predefine variables for replacement limb welds

Selected function
Set selected variable to true
If replacement limb welds exist, destroy them
Create replacement limb welds in torso
Detatch Part1 of default Motor6Ds
Attach Part0 and Part1 of replacement welds
Set C0 and C1 of replacement welds so they rotate like Motor6D limbs
Make loop & animate welds and RootJoint to default equipped pose
Break loop if selected is false
Return if selected is false
Set input_ready variable to true
Listen for input and make stuff happen if input_ready is true

Deselected function
Set input_ready variable to false
Set selected variable to false
Make loop & animate welds and RootJoint to normal unequipped pose
Break loop if selected is true
Return if selected is true
Destroy replacement welds
Re attach default Motor6Ds
]]
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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
13 Feb 2015 11:06 PM
gr8, thanks
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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
13 Feb 2015 11:13 PM
--Create variables for the default C0 and C1 limb welds (for easy non-relative rotating)

^this was unclear, so let me clarify

when you rotate stuff with CFrame interpolation modules like Stravant's that ask for a start point and end point, the start point needs to have a full CFrame value even though you're only editing the rotation, and just using weld.C0 * CFrame.Angles(num,num,num) will rotate based on the current rotation and could mess stuff up if you're trying to make poses that can be switched to no matter what pose the character is currently in
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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
14 Feb 2015 12:44 AM
bump
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NotAshley is not online. NotAshley
Joined: 16 Jan 2014
Total Posts: 14257
14 Feb 2015 02:31 PM
b
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