#cutscene help

1 messages · Page 1 of 1 (latest)

severe hearth
#

hello. im new to coding and i made a simple cutscene on moon animator 2. im looking for someone kind enough to help me script it(triggered when join), i have tried so many tutorials and nothing works

void parcel
#

and then move the players charcter

#

and tween camera

severe hearth
#

i have done the animation and all. like the rig and the camera aswell. my problem is just how can i trigger it when joined

edgy rock
#

did it work? could you show the cutscene

severe hearth
# void parcel playeradded

so if i script playeradded then get the data of the folders(cam,FOV etc.) then animation i will just trigger it if player is added?

void parcel
#

When u use playeradded everything inside of it happens when the player joins

#

thats how u save data

severe hearth
winged vesselBOT
#

studio** You are now Level 1! **studio

severe hearth
severe hearth
void parcel
#

You just have to do humanoid:LoadAnimation

severe hearth
void parcel
#

its only for the players animation

#

i would of just scripted the camera movements tbh

severe hearth
#

like manually do the camera movement using part block?

#

and just script it

severe hearth
#

dang there is no other way to use the camera i made on moon? i do have an idea though instead of making a part block and use it as camera. cant i just script it and use the dummy's head as a camera so that it will still be in firstperson? would that also work?

edgy rock
severe hearth
edgy rock
#

just do in a local script in startercharacterscripts

local currentcam = game.Workspace.CurrentCamera
local char = script.Parent

local camconnection
camconnection = rs.renderstepped:Connect(function())
currentcam.CFrame = char:WaitForChild("Head")
end)

do this code when your cutscene for the head pov starts and when the cutscene is done do

exampletrack:Stopped:Wait()
camconnection:Disconnect()

#

obviously this code won't solve everything but it provides a foundation

#

just apply the same principles of putting the camera cframe in a renderstepped and changing it to the part in the position you want it to see through cframe. Remember to put them in a connection and disconnect it when you want to stop the camera being in that position

obviously there are many other ways to do this but this is the most simplest way in my opinion

severe hearth
#

OMG this was the thing i was really looking for. i will try it and let you know if i have any other questions!

severe hearth
#

hello @edgy rock sorry for the ping

i have followed your suggestion and it is doing well yet may i know how can i hide the accessory? if its in the head, u will see the accessories still i want to hide it so i used the localtransparency thingy to 1 for each handler but yet it seems to be not working even though it is correct

winged vesselBOT
#

studio** You are now Level 2! **studio

edgy rock
#

@severe hearth Hey sorry for late response, I been a bit busy. Could i see the code you used to set the transparency if you havent already fixed it?

edgy rock
#

Maybe you can try

for _, v in ipairs(char:GetDescendants()) do
    if v:IsA("Accessory") then
        local handle = v:FindFirstChildOfClass("Part")
        handle.Transparency = 1
    end
end

this worked for me