#the camera doesn t switch to the part as intended to when i press a key
79 messages · Page 1 of 1 (latest)
you would also need to change the way that the part moves because it does it relative to the world and not the player
i think its like part.Position = humanoidRootPart.Position + humanoidRootPart.CFrame.LookVector * Vector3.new(3,1,0)
i think that will put the part infront of the player
it does?
whats the error
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coolDown = false
userInputService.InputBegan:Connect(function(Input, IsTyping)--ability
if IsTyping then return end
local keyPressed = Input.KeyCode
if keyPressed == Enum.KeyCode[key] and not coolDown and script.Parent.Text == "V" then
coolDown = true
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
local part = Instance.new("Part")
part.Parent = workspace
part.Position = humanoidRootPart.Position + humanoidRootPart.CFrame.LookVector * Vector3.new(3,1,0)
part.Anchored = true
cc.CameraType = Enum.CameraType.Scriptable
local Connection
Connection = RunService.RenderStepped:Connect(function()
cc.CFrame = part.CFrame -- cc for current camera
part.Cframe = cc
end)
wait(4)
Connection:Disconnect()
part:Destroy()
cc.CameraType = Enum.CameraType.Custom
script.Parent.Parent.ImageLabelfunni.ImageColor3 = Color3.fromRGB(0,0,0)
local time = 8
while wait(1) do
if time == 0 then
script.Parent.Text = 'V'
script.Parent.Parent.ImageLabelfunni.ImageColor3 = Color3.fromRGB(255,255,255)
break
else
script.Parent.Text = tostring(time)
time = time - 1
end
end
coolDown = false
end
end)
** You are now Level 15! **
try this
ive tried my best i dont really understand what all the variables are but ive given it a shot lol
thats good better than copying code
all part of learning 😎
i think it should work the code i sent
i think it should but this also works but its definitely worse lol
whats broken now?
ah
see if this works
Connection = RunService.RenderStepped:Connect(function()
part.CFrame = humanoidRootPart.Position + humanoidRootPart.CFrame.LookVector * Vector3.new(3,1,0)
cc.CFrame = part.CFrame -- cc for current camera
end)
i thought it automatically changed because when its set to custom
coolDown = false
userInputService.InputBegan:Connect(function(Input, IsTyping)--ability
if IsTyping then return end
local keyPressed = Input.KeyCode
if keyPressed == Enum.KeyCode[key] and not coolDown and script.Parent.Text == "V" then
coolDown = true
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
local part = Instance.new("Part")
part.Parent = workspace
part.Position = humanoidRootPart.Position + humanoidRootPart.CFrame.LookVector * Vector3.new(3,1,0)
part.Anchored = true
cc.CameraType = Enum.CameraType.Scriptable
local Connection
Connection = RunService.RenderStepped:Connect(function()
part.CFrame = humanoidRootPart.Position + humanoidRootPart.CFrame.LookVector * Vector3.new(3,1,0)
cc.CFrame = part.CFrame -- cc for current camera
end)
wait(4)
Connection:Disconnect()
part:Destroy()
cc.CameraType = Enum.CameraType.Custom
script.Parent.Parent.ImageLabelfunni.ImageColor3 = Color3.fromRGB(0,0,0)
local time = 8
while wait(1) do
if time == 0 then
script.Parent.Text = 'V'
script.Parent.Parent.ImageLabelfunni.ImageColor3 = Color3.fromRGB(255,255,255)
break
else
script.Parent.Text = tostring(time)
time = time - 1
end
end
coolDown = false
end
end)
its just a change to the runservice bit
is cc the local camera?
put cooldown as false also
okay cool
so what does it do now with those changes?
ah okay
what is it?
ah
try replace it with part.CFrame = humanoidRootPart.Position + humanoidRootPart.CFrame.LookVector * CFrame.new(3,1,0)
i think that might work im not really sure the right way with them 😂
hang on ill try it
yeah it will say it for every time renderstepped fires
oh nice 😂
pro
yeah thats because the cframe thing was to position it relative to the player
ohh i did it
part.CFrame = humanoidRootPart.CFrame + humanoidRootPart.CFrame.LookVector + Vector3.new(3,1,0)
this
is it ment to face the player?
replace it with that buy im trying to get it to spin it 180
so it looks at the player
didnt you want the part to move with the body?
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oh
get rid of the render stepped then i thought that was what you wanted 😂
okay
ohhh
runservice is if you want to change something every frame
you said u want the camera to stay in the same place?
or make it follow the player?
so that doesnt need to be changed every frame
ok
hi level one scripter help
no service
im currently dying
part.CFrame = (humanoidRootPart.CFrame + humanoidRootPart.CFrame.LookVector*CFrame.new(0,0,-3).Position) * CFrame.Angles(0,math.rad(180),0) this sets the rotation right but this is probably such a poor way to do it
idk what im doing with cframes 😂
local script
local Camera = workspace.CurrentCamera
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CFrame = workspace["Object Path"].CFrame
ok
it should move it right at least
aw
in what way?
might retire from scripting
crying
did it move the camera?
or just freeze
ive almost got it working fully now
ayy i did it
--part:Destroy()
userInputService = game:GetService("UserInputService")
coolDown = true
key = "V"
cc = game.Workspace.CurrentCamera
local character = game.Players.LocalPlayer.Character
print ("running")
userInputService.InputBegan:Connect(function(Input, IsTyping)--ability
print ("press")
if IsTyping then return end
local keyPressed = Input.KeyCode
if keyPressed == Enum.KeyCode[key] and coolDown and script.Parent.Text == "V" then
print ("v")
coolDown = false
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
cc.CameraType = Enum.CameraType.Scriptable
cc.CFrame = (humanoidRootPart.CFrame + CFrame.new(0,1,-10).Position)
cc.CFrame = cc.CFrame * CFrame.Angles(0,math.rad(180),0)
wait(4)
cc.CameraType = Enum.CameraType.Custom
part:Destroy()
script.Parent.Parent.ImageLabelfunni.ImageColor3 = Color3.fromRGB(0,0,0)
local time = 8
while wait(1) do
if time == 0 then
script.Parent.Text = 'V'
script.Parent.Parent.ImageLabelfunni.ImageColor3 = Color3.fromRGB(255,255,255)
break
else
script.Parent.Text = tostring(time)
time = time - 1
end
end
coolDown = true
end
end)
maybe i should learn how cframes work more
i agree with them
you should probably anchor the player too when the camera moves if you dont want them running off
omg it doesnt actually work nvm 😅
nice 😂
glad u figured it out and i learned that i dont understand cframes in the slightest 😂
ill make a game using them some day and ill be forced to learn
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