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| 04 Aug 2015 12:01 PM |
So guys, I was thinking about different solutions, a lot of people just say "Weld the arms to the head" yeah, but then look at how the arms are positioned when u aim fully down! so what's ur take on this guys? any thoughts?
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| 04 Aug 2015 12:02 PM |
my thought is you don't deal with this kind of stuff at your level :)
I'm just here so I don't get fined |
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| 04 Aug 2015 12:03 PM |
| shirt is required to post in this forum |
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| 04 Aug 2015 12:04 PM |
^ agreed lel
I'm just here so I don't get fined |
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| 04 Aug 2015 12:08 PM |
lol... dude... what u talkin' about??? practically all the advanced games do it like this too :P so it doesn't look cool when u look down...
nah lol... it's Summer, who needs a shirt??? XD
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rayk999
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| Joined: 18 Feb 2011 |
| Total Posts: 4705 |
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| 04 Aug 2015 12:10 PM |
| no one will care about the position of the arms if you are getting shot at |
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| 04 Aug 2015 12:11 PM |
#in4somehate
I'm just here so I don't get fined |
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| 04 Aug 2015 12:12 PM |
yeah but... people like me like to exam things closer, see how everything works behind the scene... and when they find out, they might be terrified :P
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lostend
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| Joined: 21 Aug 2011 |
| Total Posts: 8265 |
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| 04 Aug 2015 12:20 PM |
| use renderstepped, and set the guns at your camera, wont work too well in third person though |
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| 04 Aug 2015 12:28 PM |
lol that's what a lot of people do anyway :P Neck.C0 = DefaultC0 * CFrame.Angles(0, math.asin(Camera.CoordinateFrame.lookVector.Y), 0) and am saying that it would look bad in 3rd person and not in 1st person :P
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| 04 Aug 2015 12:29 PM |
those abs tho
I'm just here so I don't get fined |
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| 04 Aug 2015 12:34 PM |
lol... bet ur jealous XDDD I got real abs like that too :P XD
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lostend
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| Joined: 21 Aug 2011 |
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| 04 Aug 2015 12:35 PM |
or you could do
repeat wait() until workspace.CurrentCamera local cam=workspace.CurrentCamera
game:service'RunService'.RenderStepped:connect(function() gun.CFrame=cam.CoordinateFrame*CFrame.new(-1,0,1) end) |
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| 04 Aug 2015 12:38 PM |
o.O and what does it look like?
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