Closed caoqt1 closed 1 year ago
You can force the character model to look where the camera is, if that's what you're looking for, by setting aimLock to 1 in a characters' moduleScript.
local module = {}
local Chickynoid = game:GetService("ReplicatedFirst").Packages.Chickynoid
local Enums = require(Chickynoid.Enums)
function module:Setup(simulation)
-- blah blah
simulation.constants.aimlock = 1 -- the part you are looking for
end
function module:GetCharacterModel(userId)
--return game.ReplicatedFirst.Packages.Chickynoid.Assets.BigHeadRig
return nil
end
return module
The moduleScript for a movement type, such as MoveTypeWalking, will have some code to set the direction the model will face if aimLock is on.
--Do angles
if (self.constants.aimlock == 1) then
if (cmd.fa) then
-- face the firing angle
end
else
-- just face movement the direction as usual
end
It's just a small issue I noticed; I genuinely don't know if this can only be fixed by forking the CameraModule.
When in first person, your character model will face the direction your facing, however, scrolling out of first person, and your character will default to the direction you were previously walking in. Furthermore, when in first person and your looking around, other players can't see you facing the direction your actually facing in.