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)

2 comments
Use the sit property on a humanoid.
How can I do that?