Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 01:13 PM |
This might be a big task but I'm trying to make the camera follow the character like in the CameraType "Attach" except i need the camera more the the right.
I don't know where to start and how to do it.
I'm a good scripter but not good enough to figure this out.
In advance thanks! |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 01:20 PM |
Sorry i'll shorten out my goal here.
I'm trying to find a place to start and eventually
build myself to the top and solve it. |
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Zeloi
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| Joined: 27 Sep 2010 |
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lolb3
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| Joined: 16 Jan 2010 |
| Total Posts: 2268 |
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| 09 Jun 2014 01:31 PM |
| weld a brick to your head but offset it to the side and attach the camera to that |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 01:44 PM |
I tried but i could not do it right.
game.StarterGui:SetCoreGuiEnabled("Backpack", false) repeat wait() until game.Players.LocalPlayer.Character char = game.Players.LocalPlayer.Character b = Instance.new("Part") b.Parent = char b.Transparency = 1 weld = Instance.new("ManualWeld") weld.Part0 = char.Head weld.Part1 = b weld.C0 = CFrame.new() weld.C1 = b.CFrame:inverse() * char.Head.CFrame weld.Parent = char.Head return weld;
the character is frozen in the air. |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 01:46 PM |
| and wouldn't there be an easier way then welding? |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 02:13 PM |
Bump. I really am confused. Anyone? Is there any other way than welds. |
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lolb3
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| Joined: 16 Jan 2010 |
| Total Posts: 2268 |
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| 09 Jun 2014 02:17 PM |
repeat wait() until game.Players.LocalPlayer.Character local cam = workspace.CurrentCamera local char = game.Players.LocalPlayer.Character local head = char.Head cam.CameraType = "Scriptable" game:GetService("RunService").RenderStepped:connect(function() --insert hacky pseudo camera control here cam.CoordinateFrame = head.CFrame * CFrame.new(2,0,0) * cam.CoordinateFrame end) |
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lolb3
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| Joined: 16 Jan 2010 |
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| 09 Jun 2014 02:17 PM |
| but welds are easiest. thanks for trying. gotta poop. brb |
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Zeloi
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| Joined: 27 Sep 2010 |
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| 09 Jun 2014 02:26 PM |
It constantly zooms out.
I dont know how to keep the cam in place though.
not like in the same exact place but a little behind to the right and up of the character. |
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lolb3
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| Joined: 16 Jan 2010 |
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| 09 Jun 2014 02:27 PM |
repeat wait() until game.Players.LocalPlayer.Character local char = game.Players.LocalPlayer.Character local f = Instance.new("Part", char) f.CanCollide = false f.Transparency = 1 f.Anchored = false f.FormFactor = "Custom) f.Size = Vector3.new(.2,.2,,2) f:remove() f.Parent = char --unweld it from whatever it held onto local wel = Instance.new("ManualWeld", char.Head) wel.Part0 = char.Head wel.Part1 = f wel.C0 = CFrame.new(2,0,0)
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 02:53 PM |
Thanks!
It turned out great!
http://web()roblox()com/Clash-of-Kingdoms-place?id=160515351
replace () with . |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 09 Jun 2014 08:18 PM |
Awesome!
Now is there a way to have the same effect but not have the annoying rotation speed when you turn with Attach? |
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Zeloi
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| Joined: 27 Sep 2010 |
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lolb3
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| Joined: 16 Jan 2010 |
| Total Posts: 2268 |
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| 10 Jun 2014 10:20 AM |
you can link to other things on roblox and youtube
repeat wait() until game.Players.LocalPlayer.Character local cam = workspace.CurrentCamera local char = game.Players.LocalPlayer.Character local head = char.Head cam.CameraType = "Scriptable" game:GetService("RunService").RenderStepped:connect(function()
--important \/ --insert hacky pseudo camera control here --thats important^
cam.CoordinateFrame = head.CFrame * CFrame.new(2,0,0) end) |
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lolb3
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| Joined: 16 Jan 2010 |
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| 10 Jun 2014 10:23 AM |
ignore that
repeat wait() until game.Players.LocalPlayer.Character local char = game.Players.LocalPlayer.Character local f = Instance.new("Part", char) f.CanCollide = false f.Transparency = 1 f.Anchored = false f.FormFactor = "Custom) f.Size = Vector3.new(.2,.2,,2) f:remove() f.Parent = char --unweld it from whatever it held onto local wel = Instance.new("ManualWeld", char.Head) wel.Part0 = char.Head wel.Part1 = f wel.C0 = CFrame.new(2,0,0)
workspace.CurrentCamera.CameraSubject = f |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 10 Jun 2014 10:42 AM |
Thanks!
But now there's a glitch when you walk backwards. lol. |
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maxomega3
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| Joined: 11 Jun 2010 |
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| 10 Jun 2014 11:02 AM |
game.Players.PlayerAdded:connect (function (plr) plr.CharacterAdded:connect (function (char) char.Humanoid.WalkSpeed = 16 end) end)
lol i hax. If that doesn't work, and the backwards thing isn't walkspeed, then make it -16 O3o |
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Zeloi
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| Joined: 27 Sep 2010 |
| Total Posts: 1143 |
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| 10 Jun 2014 11:11 AM |
Oh.
My game has every one with walkspeed 16 26 or 32.
So is there any way to fix these glitches? |
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