How to make retro Like Movement?

No :sob:firstly put back the renderStepped function to the part where you update the camera’s cframe, and then put the repeat function to a separate thread, like this:

task.spawn(function()
repeat camera…
end)

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Wait im maybe actually tweaking a bit rn, I explained it exactly the other way, just change the ~= back to ==, I think I mistook it with while true do. Also I noticed that you’re disabling the script right afterwards, why is that?

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we’re all tweaking at some point.

like I stated before, it’s mainly someone elses script and I’m using it for testing purpose/building upon it speaking I have no idea how to fully start a script on my own.
I can read script WAY better then writting it, so I need sort of a boost/base/reference if that makes sense

ALSO I’M SORRY IF THAT CAME OFF RUDE ANY

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Nope, it’s fine. Just try this one and tell me if it helps

repeat task.wait(0.2) until game.IsLoaded()

local Camera = workspace.CurrentCamera
task.spawn(function()
repeat wait()
Camera.CameraType = Enum.CameraType.Scriptable
until Camera.CameraType == Enum.CameraType.Scriptable
end)

game.RunService.RenderStepped:Connect(function()
Camera.CFrame = game.Workspace.RoamCameras.CamPart.CFrame
game.Workspace.Camera.FieldOfView = 40
end)

Sorry for bad formatting, I’m typing it out on phone

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I think my studio may be tweaking or something, it sadly still isn’t working.

and please don’t worry about it, you’re helping me and that means a lot so thank you

Then what if we get rid of the repeat function and just to it directly?

repeat task.wait(0.2) until game.IsLoaded()

local Camera = workspace.CurrentCamera

game.RunService.RenderStepped:Connect(function()
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CFrame = game.Workspace.RoamCameras.CamPart.CFrame
game.Workspace.Camera.FieldOfView = 40
end)

BTW, do you get any errors in the output?

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it doesn’t seem to be working.

and nope, not that I can see. Maybe I’m doing something wrong??

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Hold up… Where is the local script located? You have it in local script right? Not server script

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StarterGui, and yes, it’s local script

Put it in starterPlayer

30 symbols go vroom

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BEHOLD, true progress | FIXED, just a simple change

18:50:13.119 Expected ‘:’ not ‘.’ calling member function IsLoaded - Client - LocalScript:1
18:50:13.119 Stack Begin - Studio
18:50:13.119 Script ‘Players.NightMayRise.PlayerScripts.LocalScript’, Line 1 - Studio - LocalScript:1
18:50:13.119 Stack End - Studio

18:51:56.228 RunService is not a valid member of DataModel “Place1” - Client - LocalScript:5
18:51:56.228 Stack Begin - Studio
18:51:56.228 Script ‘Players.NightMayRise.PlayerScripts.LocalScript’, Line 5 - Studio - LocalScript:5
18:51:56.228 Stack End - Studio

Can you redefine the run service? I don’t remember it’s exact name from my head

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I think it’s just

game[“Run Service”].RenderStepped:Connect…

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I don’t think I’ve ever seen anyone use that before, and the script doesn’t seem to recognise it

Okay, do this at the start of the script

local RunService = game:GetService(“RunService”)

And then

Runservice.RenderStepped:Connect()…

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good news, we’re making progress! this just keeps spamming in the output and I don’t see anything in workspace besides a folder I made

19:03:39.499 CamPart is not a valid member of Folder “Workspace.RoamCameras” - Client - LocalScript:11
19:03:39.499 Stack Begin - Studio
19:03:39.499 Script ‘Players.NightMayRise.PlayerScripts.LocalScript’, Line 11 - Studio - LocalScript:11
19:03:39.499 Stack End - Studio

It seems that the camera part you’re trying to set it to does not exist, so two things.

Is the camera part properly named “CamPart” and parented under RoamCameras?

Is the part anchored? If not, it might have fallen into the void and despawned before you loaded in, so anchor it

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I tried both of those before hand, that’s why I’m really confused. it wipes the baseplate out of the workspace as well, which I haven’t messed with

Is it possible you have streaming enabled on? Check the properties of workspace and find streaming enabled property. If it’s checked then uncheck it

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