All I’m trying to do it make the player’s camera follow their Torso. I’ve used other scripts that worked… but after u reset or die the camera goes back to following the HumanoidRootPart. Please help me with this!!! THANK U!!!
Just wrap the function which does this in a LocalPlayer.CharacterAdded event
Put it in a CharacterAdded function
would I just do while true do
? also whenever I go in shiftlock my body doesnt face/turn the direction I’m turning my camera. it just stays facing the way I was facing prior to turning on shiftlock
Here’s my srcript: (It still resets after spawning in)
local plr = game.Players.LocalPlayer
local char = plr.CharacterAdded:wait()
local hum = char:WaitForChild("Humanoid")
local rootpart,head = char:WaitForChild("HumanoidRootPart"),char:WaitForChild("Head")
game:GetService("RunService"):BindToRenderStep("CameraOffset",Enum.RenderPriority.Camera.Value-1,function()
hum.CameraOffset = (rootpart.CFrame+Vector3.new(0,1.5,0)):pointToObjectSpace(head.CFrame.p)
end)
Why not just run workspace.CurrentCamera.CameraSubject = Character.UpperTorso
? Just put this in a LocalScript in StarterCharacterScripts:
workspace.CurrentCamera.CameraSubject = script.Parent:WaitForChild("UpperTorso")
Although I have to admit, it looks awful, but maybe that’s what you are looking for, I guess.
I’m not the best scripter at all… I dont know how to “fix” that…
Would I have to change the camera Type to Scriptable or something? Right now It’s on Fixed.
No, the entire script is just a LocalScript inside of StarterCharacterScripts as follows:
workspace.CurrentCamera.CameraSubject = script.Parent:WaitForChild("UpperTorso")
It doesn’t work unfortunately
Are you sure you did it correctly? I do it and it works.
It’s also possible the change is so small you barely notice it, because you do have to look closely.
Okay I did this: CharacterAppearanceLoaded
instead of: CharacterAdded
and it works perfectly!
What do you mean by CharacterAppearanceLoaded and CharacterAdded? The entire script is just the one line I posted, nothing else.
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