I am working on a system and I am at a lost. I made this script, and it sets up the camera. However, I am having trouble making it so the camera moves with input keybinds. I am trying to get something like this: Roblox - Strategema | A Fast Pace RTS Game - YouTube
Script:
local RunService = game:GetService("RunService")
local camera = workspace.CurrentCamera
local player = game.Players.LocalPlayer
local CAMERA_OFFSET = Vector3.new(-1, 30, 0)
camera.CameraType = Enum.CameraType.Scriptable
local function onRenderStep()
if player.Character then
local playerPosition = player.Character.HumanoidRootPart.Position
local cameraPosition = playerPosition + CAMERA_OFFSET
camera.CoordinateFrame = CFrame.new(cameraPosition, playerPosition)
end
end
RunService:BindToRenderStep("Camera", Enum.RenderPriority.Camera.Value, onRenderStep)
local uis = game:GetService('UserInputService')
uis.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.W then
-- get stuck here
end
end)
Thanks in advance!
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Update: I tried looking at some forums but nothing turned up.
You can check this out.
local cam = game.Workspace.CurrentCamera
cam.CameraType = Enum.CameraType.Scriptable
-- place the camera high in the air, looking down at the ground
local startingPos = Vector3.new(0, 30, 0)
local downwardLookAngle = CFrame.Angles(-math.rad(60), 0, 0)
cam.CFrame = CFrame.new(startingPos) * downwardLookAngle
-- create a function that moves the camera around
local moveDir = Vector3.new(0, 0, 0) -- we'll use this vector to control our movement
local moveSpeed = 0.5
spawn(function()
while true do
-- animate the camera movement
local c = game.Workspace.CurrentCamera.CFrame
game.Workspace.CurrentCamera.CFrame = CFrame.new(c.Position) * CFrame.new(moveDir) * downwardLookAngle
wait(0.01)
end
end)
-- create a function to handle keyboard inputs
local function onKeyPress(actionName, userInputState, inputObject)
-- when a key is pressed, modify our moveDir vector so our camera moves
-- W key input
if actionName == "moveCameraForward" then
if userInputState == Enum.UserInputState.Begin then
moveDir = Vector3.new(moveDir.X, moveDir.Y, -moveSpeed)
elseif userInputState == Enum.UserInputState.End then
moveDir = Vector3.new(moveDir.X, moveDir.Y, 0)
end
-- A key input
elseif actionName == "moveCameraLeft" then
if userInputState == Enum.UserInputState.Begin then
moveDir = Vector3.new(-moveSpeed, moveDir.Y, moveDir.Z)
elseif userInputState == Enum.UserInputState.End then
moveDir = Vector3.new(0, moveDir.Y, moveDir.Z)
end
-- S key input
elseif actionName == "moveCameraBackward" then
if userInputState == Enum.UserInputState.Begin then
moveDir = Vector3.new(moveDir.X, moveDir.Y, moveSpeed)
elseif userInputState == Enum.UserInputState.End then
moveDir = Vector3.new(moveDir.X, moveDir.Y, 0)
end
-- D key input
elseif actionName == "moveCameraRight" then
if userInputState == Enum.UserInputState.Begin then
moveDir = Vector3.new(moveSpeed, moveDir.Y, moveDir.Z)
elseif userInputState == Enum.UserInputState.End then
moveDir = Vector3.new(0, moveDir.Y, moveDir.Z)
end
end
end
-- listen for keyboard input that moves the camera
game.ContextActionService:BindAction("moveCameraForward", onKeyPress, false, Enum.KeyCode.W)
game.ContextActionService:BindAction("moveCameraLeft", onKeyPress, false, Enum.KeyCode.A)
game.ContextActionService:BindAction("moveCameraBackward", onKeyPress, false, Enum.KeyCode.S)
game.ContextActionService:BindAction("moveCameraRight", onKeyPress, false, Enum.KeyCode.D)
In what I have been testing this script I have found a couple of bugs but it is nothing serious but it could be useful to start doing your game.
Edit: I have fixed a couple of the errors.
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Thank you so much! This works perfectly, I am forever in debt to you.
1 Like