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CDDogg
#183765163Tuesday, February 16, 2016 6:43 PM GMT

I need help with an issue. local cam = game.Workspace.CurrentCamera cam.CameraSubject = game.Players.LocalPlayer.Character.Head cam.CameraType = "Scriptable" ^This code makes the camera in the area of where I need it. But the players character model is visible. I need the camera to be in a first person mode so the characters model is invisible. I think I'll also need to move the camera's offset just a little. What are some commands I can use for that?
ScripterJohn13
#183765540Tuesday, February 16, 2016 6:50 PM GMT

Are you trying to make a camera pan or are you trying to add a recoil effect?
wonderful72pike
#183765704Tuesday, February 16, 2016 6:53 PM GMT

Setting the camera mode to Scriptable will disassociate it from the Character and make the invisible first-person thing impossible to do.
CDDogg
#183765819Tuesday, February 16, 2016 6:55 PM GMT

Actually john, neither. My game broke when Roblox developers updated the engine and added the humanoidrootpart. They also made the camera attach to that. As a result a large amount of first person shooters were broken. I've made this script attach the camera to the head, thus making the game work like it used to. Except my moving the camera the player's character is treated as if the player is in third person mode so you can actually see the inside of the player. It'd be easy to make the player invisible but it still needs to be visible by other players. That is my issue.
CDDogg
#183765986Tuesday, February 16, 2016 6:59 PM GMT

any other camera type doesn't fix this issue neither does lock first person
ScripterJohn13
#183814890Wednesday, February 17, 2016 9:44 AM GMT

Might have to rebuild your FPS.... I make my guns for my current project fire from two positions.... 1. In Hip-fire they shoot towards the mouse with great offset at long ranges.... 2. In ADS I actually move the gun in front of the player and attach the gun to the players head and adjust it so that its pretty level looking down the sights... After that the gun fires from the reticle(holo sight) or the actual iron sight in the direction of the sight's lookVector.... with more accuracy... This is similar to the Phantom force game's guns... Lot of work has went into building the engine for my place I'm working on... but maybe you could try something like that approach.

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