i added some numbers to the cframe to ajest the camera angle, trying to just not be in the body for now
example of what i am trying to do:
you need to modify it properly, donât just use some random numbers
if i make it behind the player? would it work normally?
yes⌠youâve been asking like 45 questions in the same post
RunService.RenderStepped:Connect(function()
local character = game.Players.LocalPlayer.Character
Camera.CFrame = CFrame.new((character.HumanoidRootPart.CFrame * CFrame.new(0, 12, 10)).Position, character.HumanoidRootPart.Position)
end)
this should work approximatively like you want it to. modify it to your needs, also try reading documentations more, like the CFrame or camera one.
sorry for asking so much, one last question, how do i prevent the player from spinning when walking backwards? the script:
local rs = game:GetService("RunService")
local camera = workspace.CurrentCamera
rs:BindToRenderStep("LockCamera", 201, function(dt)
local char = game.Players.LocalPlayer.Character
camera.CFrame = CFrame.new((char.HumanoidRootPart.CFrame * CFrame.new(0, 5, 6)).Position, char.HumanoidRootPart.Position)
camera.CFrame = CFrame.lookAt(camera.CFrame.Position, char.HumanoidRootPart.Position)
end)
yeah youâll have to figure that for yourself bruh iâm done
can you show an example of the problem? i might be able to help
it works fine when i press w, a and d, but when i go backwards, the character just spins uncontrollably shiftlock does that too, i am fine with that because i can disable it(its a bit fast the file size restriction is very annoying
local rs = game:GetService("RunService")
local camera = workspace.CurrentCamera
rs:BindToRenderStep("LockCamera", 201, function(dt)
local char = game.Players.LocalPlayer.Character
camera.CFrame = CFrame.new((char.HumanoidRootPart.CFrame * CFrame.new(0, 5, 0)).Position, char.HumanoidRootPart.Position)
camera.CFrame = CFrame.lookAt(camera.CFrame.Position, char.HumanoidRootPart.Position)
end)
maybe this could work?
works but it is top down, i think the camera is controlling the character is the problem, any idea how to stop that?
do you mind giving me the game file so i can test things?
there is nothing in there exept this:
local rs = game:GetService("RunService")
local camera = workspace.CurrentCamera
rs:BindToRenderStep("LockCamera", 201, function(dt)
local char = game.Players.LocalPlayer.Character
camera.CFrame = CFrame.new((char.HumanoidRootPart.CFrame * CFrame.new(0, 5, 0)).Position, char.HumanoidRootPart.Position)
camera.CFrame = CFrame.lookAt(camera.CFrame.Position, char.HumanoidRootPart.Position)
end)
the other script is just attaching the cart acessory to the player and add an animation
turns out the humanoid root part rotates when the player trys to go backwards, which causes the camera to start rotating, but im not sure how to fix it
yeah i tried using humanoid.autorotate, but that turns rotation off completely
DevForumâs best solution ever. âbruh im doneâ. Maybe a part is anchored or something
i didnât know that existed! and now that i know, put this code into a seperate local script in starter player scripts
local uis = game:GetService("UserInputService")
local function inputBegan(object,gameProcessedEvent)
if (uis:GetFocusedTextBox()) then return end
if (object.KeyCode == Enum.KeyCode.S) then
game.Players.LocalPlayer.Character.Humanoid.AutoRotate = false
end
end
local function inputEnded(object,gameProcessedEvent)
if (uis:GetFocusedTextBox()) then return end
if (object.KeyCode == Enum.KeyCode.S) then
game.Players.LocalPlayer.Character.Humanoid.AutoRotate = true
end
end
OneTimeConnection = uis.InputBegan:Connect(inputBegan)
OneTimeConnection = uis.InputEnded:Connect(inputEnded)
I canât blame them. Theyâve fixed the scripting aspect of it, now OP must deal with the other stuff.
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