So I need to check if a player is not already rotated and if they are don’t do anything, but it’s passing through the check even when the player is rotated.
if humrp.CFrame ~= (humrp.CFrame * CFrame.Angles(0,0,math.rad(-90))) and Climbing then
print("Turning")
humrp.CFrame = (humrp.CFrame * CFrame.Angles(0,0,math.rad(-90)))
end
That doesnt seem to be working I tried it just now, the player still rotates after it’s already been rotated
local OriginalCFrame = humrp.CFrame
if OriginalCFrame ~= (humrp.CFrame * CFrame.Angles(0,0,math.rad(-90))) then
print("Rotating")
local Tween = TweenService:Create(humrp, TweenInfo.new(.2, Enum.EasingStyle.Cubic), {CFrame = (humrp.CFrame * CFrame.Angles(0,0,math.rad(-90)))})
Tween:Play()
end
local bon = {}
if bon[humrp] ~= "Rotated" then
bon[humrp] = "Rotated"
local Tween = TweenService:Create(humrp, TweenInfo.new(.2, Enum.EasingStyle.Cubic), {CFrame = (humrp.CFrame * CFrame.Angles(0,0,math.rad(-90)))})
Tween:Play()
end
oooooooooooooooooooooooooooooooh gotcha, thats really helpful I still need to try your script hold on! ^^ also thanks for all the help and patience just didnt get why my check wasnt working
Wouldn’t a BodyGyro be perfect for this job? Just place it in the character’s HumanoidRootPart then set the BodyGyro.CFrame property whenever you want the character to have a certain rotation.