This works, I’m going to try a more noticable angle now
I just remembered, the tween stops the camera from moving with the body
Here’s the entire current script.
local UIS = game:GetService("UserInputService")
local TS = game:GetService("TweenService")
local RS = game:GetService("RunService")
local Char = script.Parent
local Tilting = false
local Cooldown = false
local Camera = game.Workspace.CurrentCamera
local Connection
UIS.InputBegan:Connect(function(i,g)
if i.KeyCode == Enum.KeyCode.E and not g and Cooldown == false then
Cooldown = true
delay(2,function()
Cooldown = false
end)
if Tilting == true then
TS:Create(Camera, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Camera.CFrame * CFrame.Angles(0,0,0)}):Play()
delay(1,function()
Char.Humanoid.AutoRotate = true
Camera.CameraType = Enum.CameraType.Custom
end)
Connection:Disconnect()
else
Char.Humanoid.AutoRotate = false
TS:Create(Camera, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Camera.CFrame * CFrame.Angles(0,math.rad(160),0)}):Play()
Camera.CameraType = Enum.CameraType.Scriptable
Connection = RS.Heartbeat:Connect(function()
print("Running")
Camera.CFrame = CFrame.Angles(0,math.rad(160),0) + Char.Head.Position + Vector3.new(0,0.2,0)
end)
end
Tilting = not Tilting
end
end)
Does anybody still have an answer to this?
The closest I’ve gotten to making camera movement in first person like this is attaching the camera to the head, which doesn’t let you rotate the camera, good for cutscenes but not great for having “realistic” camera movement during gameplay.
Never closed this, oops. I figured this out a while ago, I just made my own camera module.
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