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Re: Arm Weld

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deathman12e3 is not online. deathman12e3
Joined: 10 Nov 2009
Total Posts: 7284
11 Aug 2011 07:02 PM
How would you get a player's arms to point at the mouse using mouse.Move? I don't know how to get the arm still connected to the torso while rotating.
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Ozzypig is not online. Ozzypig
Joined: 27 Mar 2008
Total Posts: 4906
11 Aug 2011 07:04 PM
You need to set the C0 and C1 properties of their shoulders, but I couldn't say how it's done.

Maybe you could break the shoulders and weld them yourdself, then remake the shoulders when the tool is deselected.

~Ozzy
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deathman12e3 is not online. deathman12e3
Joined: 10 Nov 2009
Total Posts: 7284
11 Aug 2011 07:09 PM
I've seen a script to do it but it has bad loops in it I think. And ti would be really laggy to use lots of the same bad loops for all players. And the only problem is, is getting the correct Angles and CFrame vectors.

-RandomHobo
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Ozzypig is not online. Ozzypig
Joined: 27 Mar 2008
Total Posts: 4906
11 Aug 2011 07:13 PM
Again, I'm not sure how C0 and C1 work, but you could look at already working code in Free Models to figure it out.

Your definition of "bad loops" also is vague.

~Ozzy
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deathman12e3 is not online. deathman12e3
Joined: 10 Nov 2009
Total Posts: 7284
11 Aug 2011 07:18 PM
Well, bad loops are something that they can replace to make it better instead of using a while loop to constantly repeat it even though the player isn't moving. I could easily edit it but I'm not the type to use partial free models.

-RandomHobo
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Ozzypig is not online. Ozzypig
Joined: 27 Mar 2008
Total Posts: 4906
11 Aug 2011 07:20 PM
It's not "using free models", it's looking at examples. Free Models is where I learned to script before viruses came around.

You just have to take the iterations inside the while-loop and stick it in an on-moved function.

~Ozzy
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deathman12e3 is not online. deathman12e3
Joined: 10 Nov 2009
Total Posts: 7284
11 Aug 2011 07:25 PM
Ok.

-RandomHobo
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