This is the angles im using, 40 degrees. I want it so if the player steps in those angles, the light on the billboardgui increases in size and imagetransparency to 0, the deeper he goes to the middle of the light the stronger it gets.
Ok! now its working, awesome, now i just need to add a way to detect if its within the part’s angle, and not the cameras angle. (angle follows the part, not the camera), you got any ideas to check if im within its boundries?
Can’t you just reverse the thing? By this I mean instead of:
partLookVector:Dot(cameraLookvector)
Just do:
cameraLookvector:Dot(partLookVector)
You’d just be checking if both of them are within their own angles. The first one would check if the player is looking at the light and the second one basically checks if the light is looking at the player.
Dunno, seems like the most intuitve solution but I might be missing something.
Did this, seems like the same issue is occuring, wherever you move, you can even be miles away from the part, it’ll still be thinking your in the lensflare spot, think you might’ve misunderstood.
The issue is uh, i need to detect if the camera is facing the part’s boundries, not your own.
I just tried out what I told you earlier. Is this not what you are trying to achieve:
When the white frame is visible, that basically means there should be lense flare. Not sure if the video loaded, I never uploaded one before.
Edit: just found out I had to convert it to mp4
You would check if the player is looking at the light and also check if the camera is within the “FOV” of the light.
lookForward would be the LookVector of the light, lookToPoint would be the vector from the part to the camera (cameraposition - lightposition).Unit, and the FOV would be the AngleOfAttack, no?
just realized how stupid i am. Theres a fricking / 2.
Hey while your typing, do you have any idea how to fade imagetransparency and size in, the deeper you get into the angle?!