#💬 delous_mothʹs Feedback
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pick up animation i made in ~20 minutes, i still have yet to remake the test animations
none of the animations i use are seen in the video because im too lazy to open roblox studio rn and im not going through the maze for it
the arms themselves are ~.65 opacity, the handler script uses highlights to color the arms to match the actual player's arms
the fill is the respective arm, the outline is the same color but with changed contrast
if the color is lighter, the contrast goes up a set amount, vice versa
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the movement is in separate parts so i could fine tune the movement
- Jumping
- Falling
- Landing
- Look sway
- Movement sway
- Backwards position offset
- Strafe rotation offset
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the arms are also handled separately to add walking, if you look closely at the video, you might notice that the arms move separately from one another when walking
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proximity prompts are handled differently as well
when holding it plays a start interact, hold (looped pose), and an end interact | the animation system is completely modular and allows for new animations to be added easily via string attributes, the three animations uses a (name)(action)hold structure, the string uses the (name) and then fills in the (action) manually
tap prompts are also a bit of the same with a small difference
taps on top of having the different animation, if it's name is "pickup(name)", it will look for an animation event called "Pickup", that will look for an item in the "viewmodelitem" folder in RepStorage with the same name, parent that item to the handle, and destroy the object with the prox prompt
then if another prox prompt has the attribute "Require", and the string is the held item's name, it will play a use animation, and if that prompt has the "consume" attribute set to True, it consumes the item, on item use, it will trigger a remote event in the item with the prompt and then the script in the item will do a function
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and that im pretty sure is the entire system i've made
also i should note, the dynamic crosshair has no gameplay usage, so its very sloppily made and isnt accurate to the actual center of the screen, thus is why i didnt go into depth on how it works
ALSO IMPORTANT NOTE
IF YOU DONT WANT YOUR VIEWMODEL TO CLIP, REDUCE THE MODEL SIZE TO 0.25, IT DOESNT AFFECT THE VIEWMODEL VISUALLY, BUT IT DOES STOP CLIPPING
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scrapped idea
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Weight system
weight wouldnt actually affect player speed, but it would affect viewmodel movement, depending on the weight, it would slant the viewmodel more to the right, make the movement more sluggish, et cetera