Question title's a little vague, so:
I'm toying around with Roblox's endorsed Auto Rifles. Whenever I use the rifles, the camera's always offset to the right. How would I make it so that the camera isn't offset whenever I use the rifles?
(I've tried (0, 0, 0) and deleting the whole section, but it would always result in a broken rifle or the camera being set at some obscure point and won't follow the player)
function ShoulderCamera.new(weaponsSystem) local self = setmetatable({}, ShoulderCamera) self.weaponsSystem = weaponsSystem -- Configuration parameters (constants) self.fieldOfView = 100 self.minPitch = math.rad(-75) -- min degrees camera can angle down self.maxPitch = math.rad(75) -- max degrees camera can cangle up self.normalOffset = Vector3.new(0.1, 2, 0) -- this is the camera's offset from the player self.zoomedOffsetDistance = 0 -- number of studs to zoom in from default offset when zooming self.normalCrosshairScale = 1 self.zoomedCrosshairScale = 0.75 self.defaultZoomFactor = 1 self.canZoom = true self.zoomInputs = { Enum.UserInputType.MouseButton2, Enum.KeyCode.ButtonL2, } self.sprintInputs = { Enum.KeyCode.LeftShift, Enum.KeyCode.RightShift } self.mouseRadsPerPixel = Vector2.new(1 / 480, 1 / 480) self.zoomedMouseRadsPerPixel = Vector2.new(1 / 1200, 1 / 1200) self.touchSensitivity = Vector2.new(1 / 100, 1 / 100) self.zoomedTouchSensitivity = Vector2.new(1 / 200, 1 / 200) self.touchDelayTime = 0.25 -- max time for a touch to count as a tap (to shoot the weapon instead of control camera), -- also the amount of time players have to start a second touch after releasing the first time to trigger automatic fire self.recoilDecay = 1 -- higher number means faster recoil decay rate self.rotateCharacterWithCamera = true self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)