How can I make this script follow the left arm too, not just the right?
This is in a local script inside a tool
-- Variables for services local render = game:GetService("RunService").RenderStepped local contextActionService = game:GetService("ContextActionService") local userInputService = game:GetService("UserInputService") local player = game.Players.LocalPlayer local mouse = player:GetMouse() local Tool = script.Parent -- Variables for Module Scripts local screenSpace = require(Tool:WaitForChild("ScreenSpace")) local connection local neck, shoulder, oldNeckC0, oldShoulderC0 local mobileShouldTrack = true -- Thourough check to see if a character is sitting local function amISitting(character) local t = character.Torso for _, part in pairs(t:GetConnectedParts(true)) do if part:IsA("Seat") or part:IsA("VehicleSeat") then return true end end end -- Function to call on renderstepped. Orients the character so it is facing towards -- the player mouse's position in world space. If character is sitting then the torso -- should not track local function frame(mousePosition) -- Special mobile consideration. We don't want to track if the user was touching a ui -- element such as the movement controls. Just return out of function if so to make sure -- character doesn't track if not mobileShouldTrack then return end -- Make sure character isn't swiming. If the character is swimming the following code will -- not work well; the character will not swim correctly. Besides, who shoots underwater? if player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Swimming then local torso = player.Character.Torso local head = player.Character.Head local toMouse = (mousePosition - head.Position).unit local angle = math.acos(toMouse:Dot(Vector3.new(0,1,0))) local neckAngle = angle -- Limit how much the head can tilt down. Too far and the head looks unnatural if math.deg(neckAngle) > 110 then neckAngle = math.rad(110) end neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0) -- Calculate horizontal rotation local arm = player.Character:FindFirstChild("Right Arm") local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new( torso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0)) local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit local look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit local lateralAngle = math.acos(toMouseArm:Dot(look)) -- Check for rogue math if tostring(lateralAngle) == "-1.#IND" then lateralAngle = 0 end -- Handle case where character is sitting down if player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then local cross = torso.CFrame.lookVector:Cross(toMouseArm) if lateralAngle > math.pi/2 then lateralAngle = math.pi/2 end if cross.Y < 0 then lateralAngle = -lateralAngle end end -- Turn shoulder to point to mouse shoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0) -- If not sitting then aim torso laterally towards mouse if not amISitting(player.Character) then torso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new( mousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit) end end end -- Function to bind to render stepped if player is on PC local function pcFrame() frame(mouse.Hit.p) end -- Function to bind to touch moved if player is on mobile local function mobileFrame(touch, processed) -- Check to see if the touch was on a UI element. If so, we don't want to update anything if not processed then -- Calculate touch position in world space. Uses Stravant's ScreenSpace Module script -- to create a ray from the camera. local test = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1) local nearPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1)) nearPos = game.Workspace.CurrentCamera.CoordinateFrame.p - nearPos local farPos = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y,50) farPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(farPos) * -1 if farPos.magnitude > 900 then farPos = farPos.unit * 900 end local ray = Ray.new(nearPos, farPos) local part, pos = game.Workspace:FindPartOnRay(ray, player.Character) -- if a position was found on the ray then update the character's rotation if pos then frame(pos) end end end local function OnActivated() local myModel = player.Character if Tool.Enabled and myModel and myModel:FindFirstChild('Humanoid') and myModel.Humanoid.Health > 0 then Tool.Enabled = false game.ReplicatedStorage.ROBLOX_RocketFireEvent:FireServer(mouse.Hit.p) wait(2) Tool.Enabled = true end end local oldIcon = nil -- Function to bind to equip event local function equip() local torso = player.Character.Torso -- Setup joint variables neck = torso.Neck oldNeckC0 = neck.C0 shoulder = torso:FindFirstChild("Right Shoulder") oldShoulderC0 = shoulder.C0 -- Remember old mouse icon and update current oldIcon = mouse.Icon mouse.Icon = "http://www.roblox.com/asset/?id=79658449" -- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped if userInputService.TouchEnabled then connection = userInputService.TouchMoved:connect(mobileFrame) else connection = render:connect(pcFrame) end -- Bind TouchStarted and TouchEnded. Used to determine if character should rotate -- during touch input userInputService.TouchStarted:connect(function(touch, processed) mobileShouldTrack = not processed end) userInputService.TouchEnded:connect(function(touch, processed) mobileShouldTrack = false end) -- If game uses filtering enabled then need to update server while tool is -- held by character. if workspace.FilteringEnabled then while connection and connection.Connected do wait() game.ReplicatedStorage.ROBLOX_RocketUpdateEvent:FireServer(neck.C0, shoulder.C0) end end end -- Function to bind to Unequip event local function unequip() if connection then connection:disconnect() end mouse.Icon = oldIcon neck.C0 = oldNeckC0 shoulder.C0 = oldShoulderC0 end -- Bind tool events Tool.Equipped:connect(equip) Tool.Unequipped:connect(unequip) Tool.Activated:connect(OnActivated)