duckwit
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| Joined: 08 Aug 2008 |
| Total Posts: 1310 |
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| 29 Jan 2014 10:14 AM |
At some point in the game any given player will be in LockFirstPerson mode, and at some point they will return to Classic. By default, when you return to Classic from LockFirstPerson, ROBLOX sets the Camera to a Third Person view.
I tried setting the CoordinateFrame of the camera to the CFrame of the players head, but this causes the screen the blank and kill the player: cam.CoordinateFrame = character.Head.CFrame
How does one position the camera in such a way as to (A) Avoid Killing the Player, (B) Have a First Person view, and (C) Not use LockFirstPerson?
Thank you. |
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| 29 Jan 2014 10:15 AM |
Why do you need to change it?
And no, BTW. |
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duckwit
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| Joined: 08 Aug 2008 |
| Total Posts: 1310 |
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| 29 Jan 2014 10:21 AM |
| It creates an awkward discontinuity to be force into Third Person just because you're no longer LOCKED to First Person. Most players will prefer to stay in First Person, so a method to set the Camera to First Person is necessitated. |
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| 29 Jan 2014 10:24 AM |
| So don't unlock third person? |
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duckwit
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| Joined: 08 Aug 2008 |
| Total Posts: 1310 |
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| 29 Jan 2014 10:30 AM |
:| Players are to have the freedom to move into Third Person if they so wish to do so, but remaining at First Person at their leisure is the ideal scenario.
I appreciate your enquiries, @Notunknown99, but if the answer I was looking for was "just don't solve your problem" then I wouldn't have posted on the forum :) (For future reference)
Anyway, I'm assuming that there is a way to do this, somehow. |
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| 29 Jan 2014 10:32 AM |
If there is, I do not know it.
My questions were about if you needed to unlock the mouse, where you can just use Modal. |
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duckwit
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| Joined: 08 Aug 2008 |
| Total Posts: 1310 |
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| 29 Jan 2014 10:34 AM |
| Ah, I see where you are coming from now. No, I do need to properly unlock the camera. |
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| 29 Jan 2014 10:38 AM |
If there is, I do not know it.
My questions were about if you needed to unlock the mouse, where you can just use Modal. |
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| 29 Jan 2014 10:39 AM |
Dero. double post.
Anyway, a very small offset?
But why lock it at all if they can change? XD |
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duckwit
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| Joined: 08 Aug 2008 |
| Total Posts: 1310 |
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| 29 Jan 2014 10:45 AM |
| It's a looong story, @Notunknown99. Innovative Camera Sensitivity script up and running, uses mouse scroll wheel to adjust sensitivity, sensitivity only adjusts when weapon active (hence lock first person) so that can aim while adjusting sensitivity, sensitivity script gets broken in ROBLOX engine update, now must disable sensitivity whilst not using weapon, whilst not using weapon camera can be free, so unlocked, and that's where we are now. :) |
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duckwit
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| Joined: 08 Aug 2008 |
| Total Posts: 1310 |
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| 29 Jan 2014 11:04 AM |
| Wow, this is frustrating. Any suggestions? |
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| 29 Jan 2014 11:09 AM |
CFrame.new(Head.Position, Head.Position + Head.CFrame.lookVector)
I am 150% guessing, but it might maybe work possibly. |
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duckwit
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| Joined: 08 Aug 2008 |
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| 29 Jan 2014 11:54 AM |
Nope, it blows up still. It appears that one cannot adjust the CoordinateFrame of the Camera when using "Custom" CameraType and "Classic" CameraMode. But one CAN adjust the CoordinateFrame of the Camera when in using other types with the Classic Mode. This is useless.
Sometimes ROBLOX make simple things so difficult. Why does the camera have to be positioned like that whenever the CameraSubject is set to Humanoid? Why must the camera be positioned like that when returning to Classic mode?
I might just add that for the senseless nitwit out there the above questions are rhetorical and do not deserve or care to receive answers. |
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vlekje513
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| Joined: 28 Dec 2010 |
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| 29 Jan 2014 11:56 AM |
In the game Murder Mystery, they made it before you cant zoom out that much, or zoom in that much.
You could never use LFP and use that instead. |
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duckwit
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| Joined: 08 Aug 2008 |
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| 29 Jan 2014 12:08 PM |
| Whether or not I use LFP wouldn't affect being able to do that. Question is then, how to do that? I noticed it when I played too, but I don't know how to achieve it. Geometrically I understand what's happening, but Roblox doesn't seem to like me setting the CoordinateFrame. |
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