RexOrigin
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| Joined: 04 Nov 2013 |
| Total Posts: 44 |
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| 01 Aug 2015 10:03 PM |
Hello! I am looking for a scripter who can script the following scripts:
-Forced 1st or 3rd person. -A Menu at the beginning that selects play. -Animations for: Running, jumping, and a weapon slash and a stab.
If it is done and works the way I want it to you will receive 365 robux AFTER I say the scripts are good and I have the files. You will also receive credit for your help in the game. We already have someone that says he has them done but he has failed to respond to me so I am seeing if someone else is willing to try.
NOTICE: You will not get paid 365 robux for each script. |
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ShungTzu
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| Joined: 14 Jun 2014 |
| Total Posts: 959 |
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| 01 Aug 2015 10:05 PM |
| NOTICE: You will not get those scripts for anywhere near that "price". |
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RexOrigin
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| Joined: 04 Nov 2013 |
| Total Posts: 44 |
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| 01 Aug 2015 10:07 PM |
| I need to ask anyway. I'm desperate, and some people are, ya'know, generous. |
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| 01 Aug 2015 10:08 PM |
| I can do force 1st person and 3rd person for you. |
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RexOrigin
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| Joined: 04 Nov 2013 |
| Total Posts: 44 |
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| 01 Aug 2015 10:10 PM |
| I need someone who can do all three. Because I need to pay the full 365. |
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| 01 Aug 2015 10:13 PM |
| Doing 1,2 is the easiest but 3 takes to long. |
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KasakuKun
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| Joined: 13 Jun 2011 |
| Total Posts: 1060 |
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| 01 Aug 2015 10:14 PM |
| Go into the starter player, from there you can edit if its forced first person, you can also edit how far or how little the player can zoom in. |
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RexOrigin
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| Joined: 04 Nov 2013 |
| Total Posts: 44 |
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| 01 Aug 2015 10:15 PM |
| I don't have a time limit. Just someone who can do it. |
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KasakuKun
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| Joined: 13 Jun 2011 |
| Total Posts: 1060 |
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| 01 Aug 2015 10:21 PM |
I can do all three. >.> oh thoguh im not that good at animating. |
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RexOrigin
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| Joined: 04 Nov 2013 |
| Total Posts: 44 |
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| 01 Aug 2015 10:26 PM |
| Even if you give it a shot there is a chance you'll get paid. it's doesn't need to be great. Just smooth looking. |
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| 01 Aug 2015 10:39 PM |
animating does not require any scripting experience, just get the Animating Plugin and you're good, the only way to animate that requires scripting is cframing, welds and stuff
i like boxes and i cant lie |
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| 01 Aug 2015 10:39 PM |
Also, I think the price is too low.
i like boxes and i cant lie |
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| 16 Apr 2017 04:09 PM |
Foot planting (Put in starter pack)
--Script by xXKai_ALT2
wait(1) User = game.Players.LocalPlayer Humanoid = User.Character.Humanoid Torso = User.Character.Torso L_Hip = Torso["Left Hip"] R_Hip = Torso["Right Hip"]
function ArcTan(x, y) r = math.atan(y / x) if x < 0 then r = r + math.pi end return r end
vel = Vector3.new() while true do wait() if Torso.Velocity.magnitude > 1 then m = (vel - Torso.Velocity).magnitude / Humanoid.WalkSpeed vel = (Torso.Velocity * m + vel * 2)## #m## #) v = Torso.CFrame:pointToObjectSpace(vel + Torso.Position) L_a = ArcTan(v.x, -v.z) R_a = 3.1416 - ArcTan(v.x, v.z) L_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, R_a, 0) R_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, L_a, 0) L_Hip.C0 = CFrame.new(-0.5, -1, 0)*CFrame.Angles(0, R_a, 0) R_Hip.C0 = CFrame.new(0.5, -1, 0)*CFrame.Angles(0, L_a, 0) L_Hip.MaxVelocity = Torso.Velocity.magnitude / 100 R_Hip.MaxVelocity = Torso.Velocity.magnitude / 100 else L_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, -1.57, 0) R_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, 1.57, 0) L_Hip.C0 = CFrame.new(-0.5, -1, 0)*CFrame.Angles(0, -1.57, 0) R_Hip.C0 = CFrame.new(0.5, -1, 0)*CFrame.Angles(0, 1.57, 0) end end
and motion blur effect:
--//Made by xXKai_ALT2
BlurAmount = 25 -- Change this to increase or decrease the blur size
--//Declarations Camera = game.Workspace.CurrentCamera Last = Camera.CFrame.lookVector Blur = Instance.new("BlurEffect",Camera)
--//Logic game.Workspace.Changed:connect(function(p) if p == "CurrentCamera" then Camera = game.Workspace.CurrentCamera if Blur and Blur.Parent then Blur.Parent = Camera else Blur = Instance.new("BlurEffect",Camera) end end end)
game:GetService("RunService").Heartbeat:connect(function() if not Blur or Blur.Parent == nil then Blur = Instance.new("BlurEffect",Camera) end local magnitude = (Camera.CFrame.lookVector - Last).magnitude Blur.Size = math.abs(magnitude)*BlurAmount Last = Camera.CFrame.lookVector end)
and run animation:
wait(2)
repeat wait() until game.Players.LocalPlayer
player = game.Players.LocalPlayer character = player.Character if not character then character = player.CharacterAdded:wait() end
Mouse = player:GetMouse() humanoid = character:WaitForChild("Humanoid") s = humanoid:LoadAnimation(game.StarterPack.RunAnimScrip.Animation)
-- It's best if this variable was global, because then the script would be able to refer to the animation more efficiently.
-- Every time you load an animation to a variable, it inserts a new Animation instance in the Humanoid to be played. Kind of like "holding" an animation in the Humanoid.
-- So if you used your script & when you click "q" & release it, the Animation instance that's loaded in your Humanoid will be created 2 times, since you loaded it twice (through your .KeyDown/.KeyUp functions).
-- But in this script, the animation is loaded only ONCE.
Mouse.KeyDown:connect(function(key) key = string.lower(key) if string.byte(key) == 48 then s:Play() humanoid.WalkSpeed = 26 end end)
Mouse.KeyUp:connect(function(key) key = string.lower(key) if string.byte(key) == 48 then s:Stop() humanoid.WalkSpeed = 16 end end)
and the last one, view#############repeat wait() until game.Players.LocalPlayer.Character
camera = game.Workspace.CurrentCamera character = game.Players.LocalPlayer.Character
Z = 0
damping = character.Humanoid.WalkSpeed / 2
PI = 3.1415926
tick = PI / 2
running = false strafing = false
character.Humanoid.Strafing:connect(function(bool) strafing = bool end)
character.Humanoid.Jumping:connect(function() running = false end)
character.Humanoid.Swimming:connect(function() running = false end)
character.Humanoid.Running:connect(function(speed) if speed > 0.1 then running = true else running = false end end)
function mix(par1, par2, factor) return par2 + (par1 - par2) * factor end
while true do game:GetService("RunService").RenderStepped:wait() fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude if fps < 0.52 then Z = 1 else Z = 0 end if running == true and strafing == false then tick = tick + character.Humanoid.WalkSpeed / 92 --Calculate Bobbing speed. else if tick > 0 and tick < PI / 2 then tick = mix(tick, PI / 2, 0.9) end if tick > PI / 2 and tick < PI then tick = mix(tick, PI / 2, 0.9) end if tick > PI and tick < PI * 1.5 then tick = mix(tick, PI * 1.5, 0.9) end if tick > PI * 1.5 and tick < PI * 2 then tick = mix(tick, PI * 1.5, 0.9) end end if tick >= PI * 2 then tick = 0 end camera.CoordinateFrame = camera.CoordinateFrame * CFrame.new(math.cos(tick) / damping, math.sin(tick * 2) / (damping * 2), Z) * CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20)) --Set camera CFrame end |
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| 16 Apr 2017 04:10 PM |
Foot planting (Put in starter pack)
--Script by xXKai_ALT2
wait(1) User = game.Players.LocalPlayer Humanoid = User.Character.Humanoid Torso = User.Character.Torso L_Hip = Torso["Left Hip"] R_Hip = Torso["Right Hip"]
function ArcTan(x, y) r = math.atan(y / x) if x < 0 then r = r + math.pi end return r end
vel = Vector3.new() while true do wait() if Torso.Velocity.magnitude > 1 then m = (vel - Torso.Velocity).magnitude / Humanoid.WalkSpeed vel = (Torso.Velocity * m + vel * 2)## #m## #) v = Torso.CFrame:pointToObjectSpace(vel + Torso.Position) L_a = ArcTan(v.x, -v.z) R_a = 3.1416 - ArcTan(v.x, v.z) L_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, R_a, 0) R_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, L_a, 0) L_Hip.C0 = CFrame.new(-0.5, -1, 0)*CFrame.Angles(0, R_a, 0) R_Hip.C0 = CFrame.new(0.5, -1, 0)*CFrame.Angles(0, L_a, 0) L_Hip.MaxVelocity = Torso.Velocity.magnitude / 100 R_Hip.MaxVelocity = Torso.Velocity.magnitude / 100 else L_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, -1.57, 0) R_Hip.C1 = CFrame.new(0, 1, 0)*CFrame.Angles(0, 1.57, 0) L_Hip.C0 = CFrame.new(-0.5, -1, 0)*CFrame.Angles(0, -1.57, 0) R_Hip.C0 = CFrame.new(0.5, -1, 0)*CFrame.Angles(0, 1.57, 0) end end
And motion blur effect:
--//Made by xXKai_ALT2
BlurAmount = 25 -- Change this to increase or decrease the blur size
--//Declarations Camera = game.Workspace.CurrentCamera Last = Camera.CFrame.lookVector Blur = Instance.new("BlurEffect",Camera)
--//Logic game.Workspace.Changed:connect(function(p) if p == "CurrentCamera" then Camera = game.Workspace.CurrentCamera if Blur and Blur.Parent then Blur.Parent = Camera else Blur = Instance.new("BlurEffect",Camera) end end end)
game:GetService("RunService").Heartbeat:connect(function() if not Blur or Blur.Parent == nil then Blur = Instance.new("BlurEffect",Camera) end local magnitude = (Camera.CFrame.lookVector - Last).magnitude Blur.Size = math.abs(magnitude)*BlurAmount Last = Camera.CFrame.lookVector end)
and run animation:
wait(2)
repeat wait() until game.Players.LocalPlayer
player = game.Players.LocalPlayer character = player.Character if not character then character = player.CharacterAdded:wait() end
Mouse = player:GetMouse() humanoid = character:WaitForChild("Humanoid") s = humanoid:LoadAnimation(game.StarterPack.RunAnimScrip.Animation)
-- It's best if this variable was global, because then the script would be able to refer to the animation more efficiently.
-- Every time you load an animation to a variable, it inserts a new Animation instance in the Humanoid to be played. Kind of like "holding" an animation in the Humanoid.
-- So if you used your script & when you click "q" & release it, the Animation instance that's loaded in your Humanoid will be created 2 times, since you loaded it twice (through your .KeyDown/.KeyUp functions).
-- But in this script, the animation is loaded only ONCE.
Mouse.KeyDown:connect(function(key) key = string.lower(key) if string.byte(key) == 48 then s:Play() humanoid.WalkSpeed = 26 end end)
Mouse.KeyUp:connect(function(key) key = string.lower(key) if string.byte(key) == 48 then s:Stop() humanoid.WalkSpeed = 16 end end)
And the last one, view#############repeat wait() until game.Players.LocalPlayer.Character
camera = game.Workspace.CurrentCamera character = game.Players.LocalPlayer.Character
Z = 0
damping = character.Humanoid.WalkSpeed / 2
PI = 3.1415926
tick = PI / 2
running = false strafing = false
character.Humanoid.Strafing:connect(function(bool) strafing = bool end)
character.Humanoid.Jumping:connect(function() running = false end)
character.Humanoid.Swimming:connect(function() running = false end)
character.Humanoid.Running:connect(function(speed) if speed > 0.1 then running = true else running = false end end)
function mix(par1, par2, factor) return par2 + (par1 - par2) * factor end
while true do game:GetService("RunService").RenderStepped:wait() fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude if fps < 0.52 then Z = 1 else Z = 0 end if running == true and strafing == false then tick = tick + character.Humanoid.WalkSpeed / 92 --Calculate Bobbing speed. else if tick > 0 and tick < PI / 2 then tick = mix(tick, PI / 2, 0.9) end if tick > PI / 2 and tick < PI then tick = mix(tick, PI / 2, 0.9) end if tick > PI and tick < PI * 1.5 then tick = mix(tick, PI * 1.5, 0.9) end if tick > PI * 1.5 and tick < PI * 2 then tick = mix(tick, PI * 1.5, 0.9) end end if tick >= PI * 2 then tick = 0 end camera.CoordinateFrame = camera.CoordinateFrame * CFrame.new(math.cos(tick) / damping, math.sin(tick * 2) / (damping * 2), Z) * CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20)) --Set camera CFrame end
put all of them in starter pack and each script put it in its each local script. |
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