Hello everyone! It’s my first post after reading tons and tons and not finding a solution to my problem. I’ve made this cool OTS (Over-the-shoulder) camera system which works perfectly fine, aside when I implemented an aiming function. Basically what I’m doing for aiming is just setting the camera’s CFrame to a part’s CFrame.
Setting the CFrame of the camera works fine, the only problem I have is that I literally can’t move my mouse up or down after aiming. I’ll send a video of the problem aswell.
This is the code that I’ve used so far:
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Mouse = Player:GetMouse()
local Cam = game.Workspace.CurrentCamera
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
local Humanoid = Character:WaitForChild("Humanoid")
local UIS = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local x = 0
local y = 0
local offset = Vector3.new(3, 3, 8)
local aiming = false
local startCFrame
local cameraCFrame
local cameraDirection
local render
local inputs
local function camera(active)
if active == true then
Mouse.Icon = "rbxassetid://4625402759"
Humanoid.AutoRotate = false
Cam.CameraType = Enum.CameraType.Scriptable
inputs = UIS.InputChanged:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseMovement then
x = x - input.Delta.X
y = math.clamp(y - input.Delta.Y*0.3, -75, 75)
HumanoidRootPart.CFrame = HumanoidRootPart.CFrame * CFrame.Angles(0, math.rad(-input.Delta.X), 0)
end
end)
UIS.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton2 then
if not aiming then
aiming = true
wait(.2)
elseif aiming then
aiming = false
wait(.2)
end
end
end)
render = RunService.RenderStepped:Connect(function()
if not aiming then
UIS.MouseBehavior = Enum.MouseBehavior.LockCenter
startCFrame = CFrame.new((HumanoidRootPart.CFrame.Position)) * CFrame.Angles(0, math.rad(x), 0) * CFrame.Angles(math.rad(y), 0, 0)
cameraCFrame = startCFrame:ToWorldSpace(CFrame.new(offset.X, offset.Y, offset.Z))
cameraDirection = startCFrame:ToWorldSpace(CFrame.new(3, 3, -100))
Cam.CFrame = CFrame.new(cameraCFrame.Position, cameraDirection.Position)
elseif aiming then
Cam.CFrame = arma.Mira.CFrame
end
end)
wait(.1)
HumanoidRootPart.CFrame = CFrame.new(HumanoidRootPart.Position, Vector3.new(cameraDirection.X, 1, cameraDirection.Z))
else
wait(.1)
Humanoid.AutoRotate = true
UIS.MouseBehavior = Enum.MouseBehavior.Default
Cam.CameraType = Enum.CameraType.Custom
Mouse.Icon = ""
render:Disconnect()
inputs:Disconnect()
end
end
And here’s the visualization of the problem:
If anyone could help me point out what’s wrong with my script, or where I am restraining mouse movement upwards/downwards I would be really grateful. Thanks!