

it’s terrible and i am ashamed of having written it) This is useless because the gun variable inside each player was added later on. My game marks the gun as m4a4holstered for “”“clarity”"". In case you get glued to a dummy you were adjusting the welds on, remove Part0 from the welds again. if the current equipped weapon is different from the one we want right now (also applies to the weapon being nil) Local viewmodels = workspace.Camera:GetChildren() clearing viewmodels we could have kept in the camera because of script errors and stuff let's just make it easier on me to not mention another edit
ROBLOX FPS UNLOCKER XSHARK CODE
We also need to change up the client inputController code to get weapons from the server. Local weaponTable = playersįor index, weaponName in pairs(defaultWeapons) do Remotes:WaitForChild("new").OnServerInvoke = function(player) each time the player spawns, they get a new weapon slot: this is the amount of ammo each gun gets spare ayyYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY Local weapons = game.ReplicatedStorage:WaitForChild("weapons") - table for keeping track of weapons Let’s make a Script inside ServerScriptServiceĪnd put some stuff inside it local remotes = game.ReplicatedStorage:WaitForChild("weaponRemotes") This broke the animations, but i won’t bother with redoing them, just keep weapon scale in mind when adding new weapons.įor now, remove the part1 from both of the welds, and let’s start making it work using magic. The gun is as tall as you are, so i had to resize it. I failed to realize the weapon size scale here. In that case, reparent weaponHold when trying to edit backweld, and put it back when you’re done, and vice versa with backweld. *they may, very often, be selected incorrectly. After you make a Dummy and try to edit welds using moon animation suite.
