That is how you want it? Your previous image shows how you are describing it to me…
Maybe tell me the game and I can take a look.
That is how you want it? Your previous image shows how you are describing it to me…
Maybe tell me the game and I can take a look.
Flood Escape 2 is the name of the game.
Yes, I want it like that, minus the yellow line.
Usually we aren’t just supposed to give out scripts in this topic. But I’ll try.
local RS = game:GetService("RunService")
local camera = workspace.CurrentCamera
local gui = -- whereever your gui is (frame)
local pointA = --
local pointB = --
RS.RenderStepped:Connect(function()
local screenPointA = UDim.fromOffset(camera:WorldToScreenPoint(pointA.Position))
local screenPointB = UDim.fromOffset(camera:WorldToScreenPoint(pointB.Position))
gui.Position = screenPointA:Lerp(screenPointB, 0.5)
local diff = screenPointB - screenPointA
gui.Rotation = math.atan2(diff.Y, diff.X)
end)
I didn’t test this code, make sure you fill in the variables at the top, and make sure the frame is really long, flat and thin.
Players.TehEpikNoobKing.PlayerGui.ScreenGui.Frame.LocalScript:12: attempt to call a nil value - Client - LocalScript:12
Stack Begin - Studio
Script ‘Players.TehEpikNoobKing.PlayerGui.ScreenGui.Frame.LocalScript’, Line 12
You can use @Den_vers code and see if that works for you. An alternative option would be to use Buildboard UIs and manipulate their size and position.
I think I forgot UDim2
, change it to that, and can you please fix the obvious bugs?
Thank you for the base of the script, I will update it accordingly, thank you.
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