-- Run every render frame for smooth movement RunService.RenderStepped:Connect(updateOrbit)
local angle = startAngle local lastUpdate = os.clock()
-- Reconnect when character respawns player.CharacterAdded:Connect(function(newChar) character = newChar head = character:WaitForChild("Head") lastUpdate = os.clock() end) a. Elliptical Orbits Use different radii for X and Z axes:
connection = game:GetService("RunService").RenderStepped:Connect(orbitUpdate) return connection -- to disconnect later end FE Hat Orbit Script
-- Orbit update function local function updateOrbit() local now = os.clock() local dt = now - lastUpdate lastUpdate = now
[ x = r \cdot \cos(\theta + \textphase) ] [ z = r \cdot \sin(\theta + \textphase) ] or for 3D orbits: [ y = r_y \cdot \sin(\textvertical angle) ]
-- FE Hat Orbit Script (LocalScript) local Players = game:GetService("Players") local RunService = game:GetService("RunService") local player = Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local head = character:WaitForChild("Head") -- Configuration local hat = script.Parent -- Assuming script is inside a Hat tool local radius = 3.5 local speed = 2.0 -- radians per second local heightOffset = 1.5 -- above head local startAngle = 0 -- Run every render frame for smooth movement RunService
local radiusX = 4.0 local radiusZ = 2.0 local x = math.cos(angle) * radiusX local z = math.sin(angle) * radiusZ Add sine wave to Y-axis:
-- Ensure hat is attached to head initially hat.Handle.CFrame = head.CFrame * CFrame.new(0, heightOffset, 0)
-- Compute orbit position relative to head local x = math.cos(angle) * radius local z = math.sin(angle) * radius local y = heightOffset -- flat orbit, but could be elliptical FE Hat Orbit Script
-- ModuleScript: HatOrbitController local HatOrbitController = {} function HatOrbitController.startOrbit(hatHandle, targetPart, radius, speed, heightOffset) local angle = 0 local connection
local function orbitUpdate() angle = angle + speed * tick() local x = math.cos(angle) * radius local z = math.sin(angle) * radius local relativeCF = CFrame.new(x, heightOffset, z) hatHandle.CFrame = targetPart.CFrame * relativeCF end
angle = angle + speed * dt if angle > math.pi * 2 then angle = angle - math.pi * 2 end
local relativePos = Vector3.new(x, y, z) local newCFrame = head.CFrame + head.CFrame:VectorToWorldSpace(relativePos)
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