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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 05:48 PM |
what the heck does that mean
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| 10 Jan 2017 05:48 PM |
| It sways back and forth when walking... |
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 05:49 PM |
Animation without legs selected when it is being made. have lower priority than swinging/use
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 05:50 PM |
| Kinda a very stupid question, especially when you respond like it's obvious. Sway could mean 1. Guns when scoped/held 2. Rotating swing when used ## #### could interpret as recoil/sway back 4. when walking like you meant |
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| 10 Jan 2017 05:50 PM |
Using arms welds...
script.Parent.Equipped:connect(function(mouses) spawn(function() while wait() and Selected == true do if Vector3.new(torso.Velocity.X,0,torso.Velocity.Z).magnitude <= 2 and sprinting == false and reloading == false and Shooting == false then while RS.RenderStepped:wait() do
--code
end end end) end |
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 06:18 PM |
Why would you use welds over animations... now that's even more ridiculous
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 10 Jan 2017 06:19 PM |
just look at a free mod like turbo fusions gun
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| 10 Jan 2017 06:24 PM |
| I'm using welds for what I'm doing... also I would like to not use a fm. |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 10 Jan 2017 06:26 PM |
then go on the cframing page and start learning how to cframe arms to make an ide effect
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 06:29 PM |
Why would you use welds for what you're doing when animations exist?
Why ask for a solution to your problem if you know the answer and are just too lazy to learn a new skill?
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| 10 Jan 2017 06:30 PM |
| Its not that I don't know how to, what I' doing is like half working... so I was asking for different solutions... |
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 06:32 PM |
"so I was asking for different solutions..."
different solution as in using animations? Great to see you expanding your horizons!
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| 10 Jan 2017 06:34 PM |
| Doesn't hurt to try different things, Also should I just change the initial roblox walking so it can have sway but can't that mess up the welding anims..? |
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 06:35 PM |
Don't weld the arms at all. Use anims for everything... Much easier on roblox engine.
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| 10 Jan 2017 06:36 PM |
| Using two welds that are VERY specific for it, without them nothing would work... (And they make FE look very nice, as its very easy on the server) |
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Wowgnomes
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| Joined: 27 Sep 2009 |
| Total Posts: 26255 |
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| 10 Jan 2017 06:37 PM |
Confused, unless you are using one weld to attach gun to arm, in which case you should just use tool grip imo
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| 10 Jan 2017 07:17 PM |
wot i wod do is weld the arms to the head and constantly lerp the neck joint smoothy using sine/cosine
im a mlg |
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| 10 Jan 2017 07:22 PM |
| weirdraider's has been done before by my friend so i suggest it |
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| 10 Jan 2017 07:25 PM |
yea that's how i did it the first time i wanted to make sway
im a mlg |
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| 10 Jan 2017 07:29 PM |
| I was going to start a loop for when they walk and etc... when the tool is equipped... |
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