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ROBLOX Forum » Game Creation and Development » Scripters
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Re: Scripter: You Get Paid

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RexOrigin is not online. RexOrigin
Joined: 04 Nov 2013
Total Posts: 44
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 is not online. ShungTzu
Joined: 14 Jun 2014
Total Posts: 959
01 Aug 2015 10:05 PM
NOTICE: You will not get those scripts for anywhere near that "price".
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RexOrigin is not online. RexOrigin
Joined: 04 Nov 2013
Total Posts: 44
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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benthanh123 is not online. benthanh123
Joined: 27 May 2010
Total Posts: 567
01 Aug 2015 10:08 PM
I can do force 1st person and 3rd person for you.
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RexOrigin is not online. RexOrigin
Joined: 04 Nov 2013
Total Posts: 44
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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benthanh123 is not online. benthanh123
Joined: 27 May 2010
Total Posts: 567
01 Aug 2015 10:13 PM
Doing 1,2 is the easiest but 3 takes to long.
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KasakuKun is not online. KasakuKun
Joined: 13 Jun 2011
Total Posts: 1060
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 is not online. RexOrigin
Joined: 04 Nov 2013
Total Posts: 44
01 Aug 2015 10:15 PM
I don't have a time limit. Just someone who can do it.
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KasakuKun is not online. KasakuKun
Joined: 13 Jun 2011
Total Posts: 1060
01 Aug 2015 10:21 PM
I can do all three.
>.> oh thoguh im not that good at animating.
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RexOrigin is not online. RexOrigin
Joined: 04 Nov 2013
Total Posts: 44
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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SelectLOL12345 is not online. SelectLOL12345
Joined: 24 Oct 2012
Total Posts: 517
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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SelectLOL12345 is not online. SelectLOL12345
Joined: 24 Oct 2012
Total Posts: 517
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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xXKai_ALT2 is not online. xXKai_ALT2
Joined: 01 Oct 2016
Total Posts: 22
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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xXKai_ALT2 is not online. xXKai_ALT2
Joined: 01 Oct 2016
Total Posts: 22
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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xXKai_ALT2 is not online. xXKai_ALT2
Joined: 01 Oct 2016
Total Posts: 22
16 Apr 2017 04:12 PM
sorry for hashtags ;c
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