Currently, I’m making a meditation system for my game. If anything, the only issue I’m facing is how to make the camera follow the player’s view and have all the items move around with the player, but I don’t really know how I’d do so, but I’d love to get some feedback.
["FireStart"] = function(Player)
local FireGoalsBloom = {
Intensity = 1,
Size = 24,
Threshold = 3.334,
}
local FGDOF = {
FarIntensity = 0.1,
FocusDistance = 0.05,
InFocusRadius = 30,
NearIntensity = 0.75,
}
local FGSunRays = {
Intensity = 0.208,
Spread = 0.646
}
local FECC = {
Brightness = 0.2,
Contrast = 0.5,
Saturation = -0.1,
TintColor = Color3.fromRGB(232, 140, 34)
}
local FMM = RS.FireMeditation:Clone()
local CC = Instance.new("ColorCorrectionEffect")
CC.Parent = Lighting
CC.Name = "FireEffect"
---Tweens---
local BFF = TS:Create(Lighting.Bloom, TP, FireGoalsBloom)
local FGDOTTS = TS:Create(Lighting.DepthOfField, TP, FGDOF)
local FGSRTTS = TS:Create(Lighting.SunRays, TP, FGSunRays)
local CCFTTS = TS:Create(Lighting.FireEffect, TP, FECC)
------------
local CAMCREATION = Instance.new("Part")
CAMCREATION.Parent = workspace
CAMCREATION.Name = "FireCam"
CAMCREATION.CFrame = Player.Character:FindFirstChild("HumanoidRootPart").CFrame * CFrame.new(0, 1, -9)
CAMCREATION.Rotation = Vector3.new(0, 180, 0)
CAMCREATION.Anchored = true
CAMCREATION.Transparency = 1
CAMCREATION.CanCollide = false
CAMCREATION.Size = Vector3.new(0.3, 0.3, 0.3)
LOCALCAM.CameraType = Enum.CameraType.Scriptable
LOCALCAM.CFrame = CAMCREATION.CFrame
FMM.PrimaryPart = FMM.MAINPART
FMM.Fire1.Fire.Enabled = false
FMM.Fire2.Fire.Enabled = false
FMM.Fire3.Fire.Enabled = false
FMM.Fire4.Fire.Enabled = false
FMM.MAINPART.CFrame = Player.Character.HumanoidRootPart.CFrame * CFrame.new(0, -8, 0)
local FMMTS = TS:Create(FMM.MAINPART, TP, {CFrame = FMM.MAINPART.CFrame * CFrame.new(0, 10, 0)})
FMM.Parent = workspace
camShake:Start()
camShake:Shake(CS.Presets.Earthquake)
BFF:Play()
FGDOTTS:Play()
FGSRTTS:Play()
FGSRTTS:Play()
CCFTTS:Play()
FMMTS:Play()
FMM.Fire1.Fire.Enabled = true
FMM.Fire2.Fire.Enabled = true
FMM.Fire3.Fire.Enabled = true
FMM.Fire4.Fire.Enabled = true
end,