#Aiming down sights on gun slightly too high, unsure of how to properly adjust height/angle

16 messages · Page 1 of 1 (latest)

distant mica
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Currently my script points the gun towards the center of the screen when the ADS is activated, this works fine except the view of down the scope is slightly too high so the bullets are hitting below where the scope is aiming, I have tried tweaking the joint and the angle for the ADS but I can't seem to change the height of the aiming without the ADS being uncentered and weird.
https://gyazo.com/b75efbcaafb16afc4ba21908c04265f9

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on the clip you can see the bullets are hitting in front of the barrel rather than where the scope is pointing

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local function ADS(aiming)
    local start = joint.C1
    local goal = aiming and joint.C0 * offset or CFrame.new()
    
    aimCount = aimCount + 1;
    local current = aimCount;
    for t = 0, 102, 10 do
        if (current ~= aimCount) then break; end
        game:GetService("RunService").RenderStepped:Wait();
        joint.C1 = start:Lerp(goal, t/100);
    end
end
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oh I agree, the bullets are actually fired through a raycast originating from the head.CFrame

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they go toward the mouse.Hit.Position so I was wondering if there was a way to adjust my angle so the scope is actually in line with the mouse

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np

distant mica
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that is a good idea, I tried adding the aim part as my joint part1 however the gun appears very low on the screen now, very confusing

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local function ADS(aiming)
    joint.Part1 = gun.Aim
    local start = joint.C1
    local goal = aiming and joint.C0 * offset or CFrame.new()
    
    aimCount = aimCount + 1;
    local current = aimCount;
    for t = 0, 102, 10 do
        if (current ~= aimCount) then break; end
        game:GetService("RunService").RenderStepped:Wait();
        joint.C1 = start:Lerp(goal, t/100);
    end
end
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got it, the offset was messing it up, after setting the aim to the joint part1 i could then rotate the aim part to get the perfect angle, thanks for your help 🙂

distant mica
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wow that is really cool man! definitely will have a look into that

vague echoBOT
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distant mica
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the only problem I am currently dealing with us that the transition from aiming to not aiming seems to glitch

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I believe this is caused by the gun starting the lerp at the head and moving back down to the starting position but I cant seem to spot where this is coming from hmm

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local offset = gun.Aim.CFrame:Inverse() * gun.Handle.CFrame
        
        local start
        local goal
        
        if aiming then
            joint.Part1 = gun.Aim
            start = joint.C1
            goal = aiming and joint.C0 or CFrame.new()
        else
            joint.Part1 = gun.Handle
            start = joint.C1
            goal = aiming and joint.C0 * offset or CFrame.new()
        end





        aimCount = aimCount + 1;
        local current = aimCount;
        for t = 0, 102, 10 do
            if (current ~= aimCount) then break; end
            game:GetService("RunService").RenderStepped:Wait();
            joint.C1 = start:Lerp(goal, t/100);
        end
distant mica
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nvm got it sorted