- #Counter roblox fps unlocker mod
- #Counter roblox fps unlocker plus
- #Counter roblox fps unlocker windows
The game was released in October 2007 as part of The Orange Box for Microsoft Windows and the Xbox 360, and was later ported to the PlayStation 3 in December 2007.
#Counter roblox fps unlocker mod
It is the sequel to the 1996 Team Fortress mod for Quake and its 1999 remake, Team Fortress Classic.
The second parameter is checked in any parts where springs are shoved (movement, aiming adjusted) and this both breaks 60 FPS gameplay and worsens 240 FPS (everything runs just about faster than with the math.Team Fortress 2 is a multiplayer first-person shooter game developed and published by Valve Corporation. If this doesn't fix the issue than my other idea mentioned may work if combined with this. If this doesn't fix the issue than my other idea mentioned may work if combined with this.Ĭontroller:update(deltaTime,true) - This will run as fast as possible without overlapping onto other frames. Local deltaTime = game:GetService("RunService").RenderStepped:Wait()Ĭontroller:update(deltaTime,false) - This will run as fast as possible without overlapping onto other frames. Maybe because i’ve implemented it badly or not. Like this:Įdit: It’s possible to adjust the gun’s position BEFORE the wait time to fix jittering, but it doesn’t solve the ADS issues either way.Īs it turns out, it doesn’t seem to work. the gun jitters around whether the game is unlocked or not. This seems to work just like the math.max method, only with more inconsistent results. script goes on here, please don't get angry at me for copy pastingīut i get mixed results.
#Counter roblox fps unlocker plus
The fps the script will run at is now limited to 60 fps plus one actual frame with 4 frames extra. While deltaTime < 1/60+1/((1/originalDeltaTime)+4) doĭeltaTime = deltaTime + game:getService("RunService").RenderStepped:Wait() deltaTime is from the RenderStepped function. I’ve implemented it: function fpsHandler:update(deltaTime) local originalDeltaTime = deltaTime while deltaTime < 1/60+1/((1/originalDeltaTime)+4) do deltaTime = deltaTime + RenderStepped:Wait() end – The fps the script will run at is now limited to 60 fps plus one actual frame with 4 frames extra. – deltaTime is from the RenderStepped function. :shove(Vector3.new(-ADS_AIMDOWNSPEED,0,0)) Local tween = tweenService:Create(camera,tweeningInformation,properties) Local tweeningInformation = TweenInfo.new(0.6, ,) = :ToWorldSpace(offset)Īiming function: function fpsHandler:aim(toAim) Local offset = .Value:lerp(.Value,self.aimLerp) :shove(Vector3.new(((1 - self.aimLerp) / ADS_AIMDOWNDIVIDER),0,0) * deltaTime * scalar) If math.clamp(self.aimLerp,1,1) ~= self.aimLerp and self.aiming then Self.aimLerp = self.aimLerp + :update(deltaTime).X RenderStepped function: -lerping adjustment both the adjustment and initial push have custom values. This output is pushed when clicking RMB and adjusted in the renderstepped function itself. Every frame 2 offsets (holding and aiming) are lerped between each other based on a spring’s X output. :shove(workBobble * deltaTime * scalar)Īiming itself is a bit more complex than that. Local workBobble = Vector3.new(math.sin(tick()*5*speed)*modifier, math.sin(tick()*10*speed)*modifier, 0)- Vector3.new(Bobble_X,Bobble_Y,0) I don’t have any other solutions to try since i’m pretty clueless about this.īobbing is calculated every frame, like this: (but mutliple times with multiple springs for other movements like sway) local speed = 2 Second try was limiting deltaTime to 1/60 deltaTime = math.max(1/60,deltaTime) This “seems” to have fixed most of bobbing issues but i’m still left with ADS not working. I checked up on framerate independent motion and added * deltaTime * 60 to any instances of the springs being shoved inside RenderStepped. While game:GetService("RunService").RenderStepped:Wait() do i threw it in here in case someone wants to check if it's correct Note: I’ve implemented an FPS counter to help with diagnostics. Everything is/was acting as if it’s being done twice, and ADS being massively broken. Hello! I’m in the middle of making a weapon framework and have been testing everything just fine so far Only when i used my FPS unlocker i’ve noticed really bad results.