Cutscene isn't working

So I’m making this script that locks the camera while at a 2d position. Unfortunately, the output
SPAMS a lot of messages saying: “Cutscene is not a valid member of Model”
Here’s the 2d camera script:

local player = game.Players.LocalPlayer
local camera = workspace.CurrentCamera

player.CharacterAdded:Wait()
player.Character:WaitForChild("Cutscene")

camera.CameraSubject = player.Character.Cutscene
camera.CameraType = Enum.CameraType.Attach
camera.FieldOfView = 40

game:GetService("RunService").Stepped:Connect(function()
	camera.CFrame = CFrame.new(player.Character.Cutscene.Position) * CFrame.new(0,5,45)
end)

and here’s the local script that locks the camera:

local RmtEvent = game.ReplicatedStorage.RemoteEvents.RoomEvents.Room1
local Player = game.Players.LocalPlayer
repeat wait() until Player.Character
local Motor6D = Player.Character.Torso.Cutscene
local Cutscene = Player.Character.Cutscene
local TS = game:GetService("TweenService")

local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out)
local Properties = {Position = Vector3.new(957.596, 12.099, -4.139)}
local Tween = TS:Create(Cutscene, tweenInfo, Properties)

RmtEvent.OnClientEvent:Connect(function()
	Tween:Play()
	Cutscene:Destroy()
end)

Let me know plz! :smiley:

1 Like

Is this the entire script because it seems you’re trying to define Player.Character.Cutscene but the Cutscene doesn’t exist in the players character.

But it seems that Player.Character.Torso.Cutscene ran fine since the error is for a model and not a part(aka the torso).

So were you trying to do:

local Cutscene = Player.Character.Torso.Cutscene

Unless you have 2 objects called Cutscene?

ok so I fixed it and now it looks like this:

RmtEvent.OnClientEvent:Connect(function()
	Tween:Play()
	Motor6D:Destroy()
end)

But now when the remote event fires, the camera just falls and even if it’s anchored after that, if I jump, my character just floats. :frowning:

Why exactly do you have a cutscene inside your player? it seems rather…strange.

for basic cutscenes. :stuck_out_tongue: