#smooth tp

1 messages · Page 1 of 1 (latest)

zinc bough
cloud jasper
cloud jasper
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script.Parent.Touched:Connect(function(hit)
  if not hit.Parent:FindFirstChildOfClass("Humanoid") then return end

  local position = Vector3.new(
    workspace.othertphit.Parent.HumanoidRootPart.Position.X,
    hit.Parent.HumanoidRootPart.Position.Y,
    workspace.othertphit.Parent.HumanoidRootPart.Position.Z
  )

  hit.Parent.HumanoidRootPart.CFrame = CFrame.new(position) * hit.Parent.HumanoidRootPart.CFrame.Rotation
end)
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i would do it like this

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keep the Y position because it seems like the player is going into the ground a bit

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and also in my experience changing the position can mess with welds

primal bison
cloud jasper
zinc bough
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i want u to walk on the road but at a certain point it seems like everything behind u dissapears

cloud jasper
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oh

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is the y position of the two locations different?

zinc bough
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oh

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probably

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lemme see

cloud jasper
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idk then

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because

zinc bough
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yes

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they are

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on the same y

cloud jasper
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oh

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then my script works

zinc bough
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;it doesnt

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i tried it

cloud jasper
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how exactly

zinc bough
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just doesnt

cloud jasper
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does nothing?

zinc bough
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i touch the part nothing happens

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yeah

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man nvm forget it

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ima just not do that

cloud jasper
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no output?

bold venture
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Bro if I had to do it I would use a tween. Like as a player walks into the “bright door” the camera gets tweened to the cframe of a part that’s looking at the player walking off and using a math function maybe linear or quadratic might look good that will decrease the fog or increase the brightness of the door till the player is no longer seen and it will teleport

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That “part” will be at the entrance to the door or cave or tunnel or whatever

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Lowkey would look sick

primal bison
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You probably weren't talking about this when you said smooth TP, but that's the first thought that came to mind

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

tall dove
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just curious