Wondering what I would do to fix the issue of the character not looking towards the mouse correctly as shown in the video, currently using character:pivotto()
Also if possible I may as well ask, How do I correctly use math.clamp() in this situation to prevent the character spinning out of control when directly looking down as show in the video at the end
Mouse script:
connection = RunService.RenderStepped:Connect(function(dt)
character:PivotTo(CF * CFrame.Angles(CFrame.new(character.HumanoidRootPart.Position, mouse.Hit.Position):ToOrientation()))
end)
end
local function fluxFollowsMouse()
local folderToFilter = workspace.Debris
mouse.TargetFilter = folderToFilter
local boxPart = Instance.new("Part")
boxPart.Parent = debrisFolder
boxPart.CanCollide = false
boxPart.Transparency = 0.5
boxPart.Size = Vector3.new(10,10,10)
RunService.RenderStepped:Connect(function(dt)
local x = mouse.Hit.X
local y = mouse.Hit.Y + boxPart.Size.Y / 2
local z = mouse.Hit.Z
local vector3 = Vector3.new(x,y,z)
boxPart.Position = vector3
end)
end
local function LiftCharacter(character)
local CF = character.HumanoidRootPart.CFrame * CFrame.new(0,15,0)
local CFrameValue = Instance.new("CFrameValue")
CFrameValue.Value = character:GetPivot()
CFrameValue.Changed:Connect(function(newValue)
character:PivotTo(newValue * CFrame.Angles(CFrame.new(character.HumanoidRootPart.Position, mouse.Hit.Position):ToOrientation()))
end)
local tweenInfo = TweenInfo.new(1.5, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
local tween = TweenService:Create(CFrameValue, tweenInfo, {Value = CF})
tween:Play()
tween.Completed:Connect(function()
CFrameValue:Destroy()
lookToMouse(character, CF)
end)
end
function GraviticFlux.RunFlux(character)
character.HumanoidRootPart.Anchored = true
fluxFollowsMouse()
LiftCharacter(character)
end