How to access another player's camera

I’m trying to do a 2-player cutscene, when the attack hits, the cutscene triggers, the problem is, is that only the user’s camera is affected, i want the second player (victim) to see this as well:

rem.OnClientEvent:Connect(function(user) --assume 'user' is the user's player object
	spawn(function()
		at(cam, 5, "Linear", "Out", {FieldOfView = 55})
	end)
	cam.CameraType = Enum.CameraType.Scriptable
	local dia = rp.UIs.Dial:Clone()
	local content, isReady = game.Players:GetUserThumbnailAsync(user.UserId, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size420x420)
	dia.Frame.ImageLabel.Image = content
	spawn(function()
		wait(1)
		dia.Parent = plrui.ScreenEffects

		local sound = Instance.new("Sound", dia)
		sound.Name = 'Voice'
		sound.SoundId = 'rbxassetid://428072468'
		sound.Volume = 5

		local Text = "*Welcome to my Special Hell."
		for i = 1, #Text do
			dia.Frame.TextLabel.Text = string.sub(Text,1,i)
			local clone = sound:Clone()
			clone.Parent = dia
			clone:Play()
			wait(0.02)
			game.Debris:AddItem(clone,0.5)
		end
		for i = 1,#Text do
		end
	end)
	spawn(function()
		local camP = user.Character.CamPart
		c.LockOnScript.Disabled = true
		at(cam, 0.5, "Quad", "Out", {CFrame = camP.CFrame})
		for _, v in pairs(p.PlayerGui:GetDescendants()) do
			if v.Name == "Main" and v:IsA('ScreenGui') then
				v.Enabled = false
			end
		end
	end)

	wait(5)
	for _, v in pairs(p.PlayerGui:GetDescendants()) do
		if v.Name == "Main" and v:IsA('ScreenGui') then
			v.Enabled = true
		end
	end
	cam.CameraType = Enum.CameraType.Custom
	spawn(function()
		at(cam, 1, "Quad", "Out", {FieldOfView = 70})
	end)
	c.LockOnScript.Disabled = false
	local ez = rp.UIs["9"]:Clone()
	ez.Parent = p.PlayerGui.ScreenEffects
	spawn(function()
		wait(.5)
		at(ez.ImageLabel, 1, "Linear", "Out", {ImageTransparency = 1})
		ez:Destroy()
	end)
	at(dia.Frame, 1, "Exponential", "Out", {Position = UDim2.new(0.5, 0, 2, 0)})
	dia:Destroy()
end)

You’ll have to have a local script meant to handle that using remoteEvents for communication. You can’t affect another client directly. So just determine who the second player is and send any necessary data to them through a remote event.

the server script sends the victim’s client.

local vic = game.Players:GetPlayerFromCharacter(hithum.Parent)
local user = game.Players:GetPlayerFromCharacter(hum.Parent)

Have the server tell the victim that they are the victim and have a local script manage the camera when someone is the victim.

how would i tell the victim that they’re the victim?

if vic then
	p.PlayerGui.ClientCam.RemoteEvent:FireClient(vic,user)
end

Depends. You could have another remote event that a client event means that they are the victim. Or you could send both the other character and their role in the encounter through the remote event.

sorry for late reply, anyway that’s what i’m doing.