#smooth tp
1 messages · Page 1 of 1 (latest)
can you show the script you're currently using?
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)
i would do it like this
keep the Y position because it seems like the player is going into the ground a bit
and also in my experience changing the position can mess with welds
you’re probably not talking about just tweening the player’s position from X to Y very quickly
are you talking about making the player see the world in fade out, and the “new world” of where they were teleported at as fade in?
i think he's trying to create an effect where the player walks forever to the white thing and doesn't reach it
no its like
i want u to walk on the road but at a certain point it seems like everything behind u dissapears
how exactly
just doesnt
does nothing?
no output?
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
That “part” will be at the entrance to the door or cave or tunnel or whatever
Lowkey would look sick
You probably weren't talking about this when you said smooth TP, but that's the first thought that came to mind
** You are now Level 2! **
is that by using viewports
just curious