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Question by TheRichardGamer · Oct 05, 2013 at 03:56 PM · movement scriptgunscript loadingsway

Gun Sway Script glitching

I have the same script attached to 3 different weapons, and the first weapon just persists when I swap weapons. What do I do?

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avatar image lordconstant · Oct 05, 2013 at 04:43 PM 0
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Post your code and i can help you

avatar image TheRichardGamer · Oct 05, 2013 at 07:51 PM 0
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var amount : float = 0.02; var maxAmount : float = 0.03; var Smooth : float = 3; var SmoothRotation = 2; var tiltAngle = 25;

private var def : Vector3;

function Start () { def = transform.localPosition; }

function Update () { var factorX : float = -Input.GetAxis("$$anonymous$$ouse X") amount; var factorY : float = -Input.GetAxis("$$anonymous$$ouse Y") amount;

     if (factorX > maxAmount)
         factorX = maxAmount;
    
     if (factorX < -maxAmount)
             factorX = -maxAmount;
 
     if (factorY > maxAmount)
             factorY = maxAmount;
    
     if (factorY < -maxAmount)
             factorY = -maxAmount;
            
 
     var Final : Vector3 = new Vector3(def.x+factorX, def.y+factorY, def.z);
     transform.localPosition = Vector3.Lerp(transform.localPosition, Final, Time.deltaTime * Smooth);
    
          
     var tiltAroundZ = Input.GetAxis("$$anonymous$$ouse X") * tiltAngle;
     var tiltAroundX = Input.GetAxis("$$anonymous$$ouse Y") * tiltAngle;
     var target = Quaternion.Euler (tiltAroundX, 0, tiltAroundZ);
     transform.localRotation = Quaternion.Slerp(transform.localRotation, target,Time.deltaTime * SmoothRotation);    

}

avatar image meat5000 ♦ · Oct 05, 2013 at 08:32 PM 0
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Perhaps disable the gameobjects that are not in use.

avatar image lordconstant · Oct 06, 2013 at 09:36 PM 0
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The sway script isnt the problem, it will be the swap script, can i see that please

avatar image MarkD · Oct 06, 2013 at 09:57 PM 0
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Can't see anything wrong in this script, everything is doing what it should do. It is a gues, but i think you have to disable the first weapon in the swap script before enabling the second one. That way the previous weapon won't execute the script.

But to think of it, isn't it easier just animating it and then play/pause the animation.

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