Not quite.
that is the local script for the cutscene.
local Tool = script.Parent
local Debounce = false
local TweenService = game:GetService(“TweenService”)
local camera = game.Workspace.Camera
function tween(part1,part2,cutsceneTime)
local tweenInfo = TweenInfo.new(
cutsceneTime,
Enum.EasingStyle.Sine,
Enum.EasingDirection.Out,
0,
false,
0
)
camera.CameraType = Enum.CameraType.Scriptable
camera.CFrame = part1.CFrame
local tween = TweenService:Create(camera, tweenInfo, {CFrame = part2.CFrame})
tween:play()
wait(cutsceneTime)
camera.CameraType = Enum.CameraType.Custom
end
Tool.Activated:connect(function()
if not Debounce then
Debounce = true
wait(.1)
tween(game.Workspace.Cam1,game.Workspace.Cam2,2)
tween(game.Workspace.Cam2,game.Workspace.Cam3,3)
tween(game.Workspace.Cam3,game.Workspace.Cam4,1)
tween(game.Workspace.Cam4,game.Workspace.Cam5,3)
end
wait(10)
Debounce = false
end)
and this is part of the script that inserts the camera.
local c1 = game.ReplicatedStorage.Breathings.DeadcalmCam:WaitForChild(“Cam1”):Clone()
c1.CFrame = character.HumanoidRootPart.CFrame * CFrame.new(0,5,-40) * CFrame.Angles(math.rad(-180),0,math.rad(180))
c1.Parent = workspace
local c2 = game.ReplicatedStorage.Breathings.DeadcalmCam:WaitForChild(“Cam2”):Clone()
c2.CFrame = character.HumanoidRootPart.CFrame * CFrame.new(0,2,-10) * CFrame.Angles(math.rad(-180),0,math.rad(180))
c2.Parent = workspace
local c3 = game.ReplicatedStorage.Breathings.DeadcalmCam:WaitForChild(“Cam3”):Clone()
c3.CFrame = character.HumanoidRootPart.CFrame * CFrame.new(0,1,-5) * CFrame.Angles(math.rad(-180),0,math.rad(180))
c3.Parent = workspace
local c4 = game.ReplicatedStorage.Breathings.DeadcalmCam:WaitForChild(“Cam4”):Clone()
c4.CFrame = character.HumanoidRootPart.CFrame * CFrame.new(0,1,2) * CFrame.Angles(math.rad(180),math.rad(180),math.rad(-180))
c4.Parent = workspace
local c5 = game.ReplicatedStorage.Breathings.DeadcalmCam:WaitForChild(“Cam5”):Clone()
c5.CFrame = character.HumanoidRootPart.CFrame * CFrame.new(0,5,20) * CFrame.Angles(math.rad(180),math.rad(180),math.rad(-180))
c5.Parent = workspace
basically, if a player were to use the move and trigger their cutscene at the same time as another player, then the cutscene will use whichever camera part was inserted first. I am trying to make it so that this doesn’t occur and that there will be no clashing of cutscenes.