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COMMUNITY QUESTION

How Do I Change The Shoulder Camera Script In The "Auto Rifle" Model By Roblox To Change Plr Camera?

I want to be able to manipulate the player's camera to a certain spot but I can't do it because the shoulder camera script in the "Auto Rifle" model by Roblox is not allowing for the camera CFrame to be changed. Please help thank you!

(Shoulder Camera Script in the "Auto Rifle" model by Roblox > AR > WeaponsSystem > Libraries > ShoulderCamera)

local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")

local UserGameSettings = UserSettings():GetService("UserGameSettings")

local LocalPlayer = Players.LocalPlayer
if RunService:IsClient() then
	while not LocalPlayer do
		Players.PlayerAdded:Wait()
		LocalPlayer = Players.LocalPlayer
	end
end
local Settings = UserSettings()
local GameSettings = Settings.GameSettings

local CAMERA_RENDERSTEP_NAME = "ShoulderCameraUpdate"
local ZOOM_ACTION_NAME = "ShoulderCameraZoom"
local SPRINT_ACTION_NAME = "ShoulderCameraSprint"
local CONTROLLABLE_HUMANOID_STATES = {
	[Enum.HumanoidStateType.Running] = true,
	[Enum.HumanoidStateType.RunningNoPhysics] = true,
	[Enum.HumanoidStateType.Freefall] = true,
	[Enum.HumanoidStateType.Jumping] = true,
	[Enum.HumanoidStateType.Swimming] = false,
	[Enum.HumanoidStateType.Landed] = true
}

-- Gamepad thumbstick utilities
local k = 0.5
local lowerK = 0.9
local function SCurveTransform(t)
	t = math.clamp(t, -1,1)
	if t >= 0 then
		return (k*t) / (k - t + 1)
	end
	return -((lowerK*-t) / (lowerK + t + 1))
end

local DEADZONE = 0.25
local function toSCurveSpace(t)
	return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE
end

local function fromSCurveSpace(t)
	return t/2 + 0.5
end

-- Applies a nonlinear transform to the thumbstick position to serve as the acceleration for camera rotation.
-- See https://www.desmos.com/calculator/xw2ytjpzco for a visual reference.
local function gamepadLinearToCurve(thumbstickPosition)
	return Vector2.new(
		math.clamp(math.sign(thumbstickPosition.X) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.X)))), -1, 1),
		math.clamp(math.sign(thumbstickPosition.Y) * fromSCurveSpace(SCurveTransform(toSCurveSpace(math.abs(thumbstickPosition.Y)))), -1, 1))
end


-- Remove back accessories since they frequently block the camera
local function isBackAccessory(instance)
	if instance and instance:IsA("Accessory") then
		local handle = instance:WaitForChild("Handle", 5)
		if handle and handle:IsA("Part") then
			local bodyBackAttachment = handle:WaitForChild("BodyBackAttachment", 5)
			if bodyBackAttachment and bodyBackAttachment:IsA("Attachment") then
				return true
			end

			local waistBackAttachment = handle:WaitForChild("WaistBackAttachment", 5)
			if waistBackAttachment and waistBackAttachment:IsA("Attachment") then
				return true
			end
		end
	end

	return false
end

local function removeBackAccessoriesFromCharacter(character)
	for _, child in ipairs(character:GetChildren()) do
		coroutine.wrap(function()
			if isBackAccessory(child) then
				child:Destroy()
			end
		end)()
	end
end

local descendantAddedConnection = nil
local function onCharacterAdded(character)
	removeBackAccessoriesFromCharacter(character)
	descendantAddedConnection = character.DescendantAdded:Connect(function(descendant)
		coroutine.wrap(function()
			if isBackAccessory(descendant) then
				descendant:Destroy()
			end
		end)()
	end)
end

local function onCharacterRemoving(character)
	if descendantAddedConnection then
		descendantAddedConnection:Disconnect()
		descendantAddedConnection = nil
	end
end

-- Set up the Local Player
if RunService:IsClient() then
	if LocalPlayer.Character then
		onCharacterAdded(LocalPlayer.Character)
	end
	LocalPlayer.CharacterAdded:Connect(onCharacterAdded)
	LocalPlayer.CharacterRemoving:Connect(onCharacterRemoving)
end


local ShoulderCamera = {}
ShoulderCamera.__index = ShoulderCamera
ShoulderCamera.SpringService = nil

function ShoulderCamera.new(weaponsSystem)
	local self = setmetatable({}, ShoulderCamera)
	self.weaponsSystem = weaponsSystem

	-- Configuration parameters (constants)
	self.fieldOfView = 70
	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(2.25, 2.25, 10.5) -- this is the camera's offset from the player
	self.zoomedOffsetDistance = 8 -- 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 }
	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 = 2 -- higher number means faster recoil decay rate
	self.rotateCharacterWithCamera = true
	self.gamepadSensitivityModifier = Vector2.new(0.85, 0.65)
	-- Walk speeds
	self.zoomWalkSpeed = 6
	self.normalWalkSpeed = 12
	self.sprintingWalkSpeed = 20

--Continued

1 answer

--Continuation
	-- Current state
	self.enabled = false
	self.yaw = 0
	self.pitch = 0
	self.currentCFrame = CFrame.new()
	self.currentOffset = self.normalOffset
	self.currentRecoil = Vector2.new(0, 0)
	self.currentMouseRadsPerPixel = self.mouseRadsPerPixel
	self.currentTouchSensitivity = self.touchSensitivity
	self.mouseLocked = true
	self.touchPanAccumulator = Vector2.new(0, 0) -- used for touch devices, represents amount the player has dragged their finger since starting a touch
	self.currentTool = nil
	self.sprintingInputActivated = false
	self.desiredWalkSpeed = self.normalWalkSpeed
	self.sprintEnabled = false -- true means player will move faster while doing sprint inputs
	self.slowZoomWalkEnabled = false -- true means player will move slower while doing zoom inputs
	self.desiredFieldOfView = self.fieldOfView
	-- Zoom variables
	self.zoomedFromInput = false -- true if player has performed input to zoom
	self.forcedZoomed = false -- ignores zoomedFromInput and canZoom
	self.zoomState = false -- true if player is currently zoomed in
	self.zoomAlpha = 0
	self.hasScope = false
	self.hideToolWhileZoomed = false
	self.currentZoomFactor = self.defaultZoomFactor
	self.zoomedFOV = self.fieldOfView
	-- Gamepad variables
	self.gamepadPan = Vector2.new(0, 0) -- essentially the amount the gamepad has moved from resting position
	self.movementPan = Vector2.new(0, 0) -- this is for movement (gamepadPan is for camera)
	self.lastThumbstickPos = Vector2.new(0, 0)
	self.lastThumbstickTime = nil
	self.currentGamepadSpeed = 0
	self.lastGamepadVelocity = Vector2.new(0, 0)

	-- Occlusion
	self.lastOcclusionDistance = 0
	self.lastOcclusionReachedTime = 0 -- marks the last time camera was at the true occlusion distance
	self.defaultTimeUntilZoomOut = 0
	self.timeUntilZoomOut = self.defaultTimeUntilZoomOut -- time after lastOcclusionReachedTime that camera will zoom out
	self.timeLastPoppedWayIn = 0 -- this holds the last time camera popped nearly into first person
	self.isZoomingOut = false
	self.tweenOutTime = 0.2
	self.curOcclusionTween = nil
	self.occlusionTweenObject = nil

	-- Side correction (when player is against a wall)
	self.sideCorrectionGoalVector = nil
	self.lastSideCorrectionMagnitude = 0
	self.lastSideCorrectionReachedTime = 0 -- marks the last time the camera was at the true correction distance
	self.revertSideCorrectionSpeedMultiplier = 2 -- speed at which camera reverts the side correction (towards 0 correction)
	self.defaultTimeUntilRevertSideCorrection = 0.75
	self.timeUntilRevertSideCorrection = self.defaultTimeUntilRevertSideCorrection -- time after lastSideCorrectionReachedTime that camera will revert the correction
	self.isRevertingSideCorrection = false

	-- Datamodel references
	self.eventConnections = {}
	self.raycastIgnoreList = {}
	self.currentCamera = nil
	self.currentCharacter = nil
	self.currentHumanoid = nil
	self.currentRootPart = nil
	self.controlModule = nil -- used to get player's touch input for moving character
	self.random = Random.new()

	return self
end

function ShoulderCamera:setEnabled(enabled)
	if self.enabled == enabled then
		return
	end
	self.enabled = enabled

	if self.enabled then
		RunService:BindToRenderStep(CAMERA_RENDERSTEP_NAME, Enum.RenderPriority.Camera.Value - 1, function(dt) self:onRenderStep(dt) end)
		ContextActionService:BindAction(ZOOM_ACTION_NAME, function(...) self:onZoomAction(...) end, false, unpack(self.zoomInputs))
		ContextActionService:BindAction(SPRINT_ACTION_NAME, function(...) self:onSprintAction(...) end, false, unpack(self.sprintInputs))

		table.insert(self.eventConnections, LocalPlayer.CharacterAdded:Connect(function(character) self:onCurrentCharacterChanged(character) end))
		table.insert(self.eventConnections, LocalPlayer.CharacterRemoving:Connect(function() self:onCurrentCharacterChanged(nil) end))
		table.insert(self.eventConnections, workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:onCurrentCameraChanged(workspace.CurrentCamera) end))
		table.insert(self.eventConnections, UserInputService.InputBegan:Connect(function(inputObj, wasProcessed) self:onInputBegan(inputObj, wasProcessed) end))
		table.insert(self.eventConnections, UserInputService.InputChanged:Connect(function(inputObj, wasProcessed) self:onInputChanged(inputObj, wasProcessed) end))
		table.insert(self.eventConnections, UserInputService.InputEnded:Connect(function(inputObj, wasProcessed) self:onInputEnded(inputObj, wasProcessed) end))

		self:onCurrentCharacterChanged(LocalPlayer.Character)
		self:onCurrentCameraChanged(workspace.CurrentCamera)

		-- Make transition to shouldercamera smooth by facing in same direction as previous camera
		local cameraLook = self.currentCamera.CFrame.lookVector
		self.yaw = math.atan2(-cameraLook.X, -cameraLook.Z)
		self.pitch = math.asin(cameraLook.Y)

		self.currentCamera.CameraType = Enum.CameraType.Scriptable

		self:setZoomFactor(self.currentZoomFactor) -- this ensures that zoomedFOV reflecs currentZoomFactor

		workspace.CurrentCamera.CameraSubject = self.currentRootPart

		self.occlusionTweenObject = Instance.new("NumberValue")
		self.occlusionTweenObject.Name = "OcclusionTweenObject"
		self.occlusionTweenObject.Parent = script
		self.occlusionTweenObject.Changed:Connect(function(value)
			self.lastOcclusionDistance = value
		end)

		-- Sets up weapon system to use camera for raycast direction instead of gun look vector
		self.weaponsSystem.aimRayCallback = function()
			local cameraCFrame = self.currentCFrame
			return Ray.new(cameraCFrame.p, cameraCFrame.LookVector * 500)
		end
	else
		RunService:UnbindFromRenderStep(CAMERA_RENDERSTEP_NAME)
		ContextActionService:UnbindAction(ZOOM_ACTION_NAME)
		ContextActionService:UnbindAction(SPRINT_ACTION_NAME)

		if self.currentHumanoid then
			self.currentHumanoid.AutoRotate = true
		end

		if self.currentCamera then
			self.currentCamera.CameraType = Enum.CameraType.Custom
		end

		self:updateZoomState()

		self.yaw = 0
		self.pitch = 0

		for _, conn in pairs(self.eventConnections) do
			conn:Disconnect()
		end
		self.eventConnections = {}

		UserInputService.MouseBehavior = Enum.MouseBehavior.Default
		UserInputService.MouseIconEnabled = true
	end
end

1 comment

0

check out my other post "How Do I Change The Shoulder Camera Script In The "Auto Rifle" Model By Roblox Continuation?" for the rest of the code.

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