Hello! I have an issue with this code that I wrote that is shown below. Basically, it’s a script that allows your camera to lock onto the nearest player. For whatever reason, whenever a player dies (even if its not the player your locked onto), the lock on breaks until the player has respawned, then it relocks onto the nearest player.
Incase you were wondering, it is not aimbot, it’s for a turret I’m making.
game:GetService("RunService").RenderStepped:Connect(function()
pcall(function()
local players = game.Players
local player = game.Players.LocalPlayer
local distances = {}
for i, v in pairs(players:GetPlayers()) do
if v.Team == player.Team then
if v.Team ~= nil then
continue
end
end
if v.Name == player.Name then
continue
end
local character = v.Character
local humanoid_root_part = character.HumanoidRootPart
table.insert(distances, (humanoid_root_part.Position - player.Character.HumanoidRootPart.Position).Magnitude)
if i == #players:GetChildren() then
local min = math.min(table.unpack(distances))
local index = table.find(distances, min)
index += 1
local closest_character = players:GetChildren()[index].Character
game.Workspace.CurrentCamera.CFrame = CFrame.new(game.Workspace.CurrentCamera.CFrame.Position, closest_character.HumanoidRootPart.Position)
end
end
end)
end)