|
| 11 Jun 2014 01:17 PM |
here's the code(all in localscript):
local camModel = workspace.CamModel--[[contains a part called "HumanoidRootPart", "Head" and it also contains a Humanoid object]]
workspace.CurrentCamera.CameraSubject = camModel.Humanoid game.Players.LocalPlayer.CameraMode = 1
this doesn't seem to actually go into first person, why? -Thanks!
|
|
|
| Report Abuse |
|
|
| |
|
SLY3
|
  |
| Joined: 10 Jul 2008 |
| Total Posts: 1700 |
|
|
| 11 Jun 2014 01:31 PM |
Easiest way to first person anyone:
-- player.CameraMode="LockFirstPerson" -- |
|
|
| Report Abuse |
|
|
|
| 11 Jun 2014 01:35 PM |
| That's not going to work for what I am doing. I am working on a 3rd person game, and this is basically the only work around that I could come up with. Really, did you even read the code I posted? |
|
|
| Report Abuse |
|
|
Trioxide
|
  |
| Joined: 29 Mar 2011 |
| Total Posts: 32902 |
|
|
| 11 Jun 2014 01:38 PM |
>Really, did you even read the code I posted?
You didn't say "third person camera". |
|
|
| Report Abuse |
|
|
|
| 11 Jun 2014 01:39 PM |
| Oh. It appears I didn't. Sorry, I thought I mentioned that. Now is it possible to do this, or not? |
|
|
| Report Abuse |
|
|
SLY3
|
  |
| Joined: 10 Jul 2008 |
| Total Posts: 1700 |
|
|
| 11 Jun 2014 01:41 PM |
Your title was "Not locking into first person mode", and you tried a more complicated way of doing it. Now you're saying it's a 3rd person game?
No idea what you're talking about. Just use the line I gave you and then change the camera back to custom when you're done having the player 1st person.
Unless you want to lock the camera into first person aiming at an object or something? explain pls :o |
|
|
| Report Abuse |
|
|
|
| 11 Jun 2014 01:50 PM |
| Okay, I will explain more. I am trying to replicate the camera from a game called "Strobe" if that helps any. What I am doing is creating a new model(this can be refered to as camModel) that's welded to the players head at some offset. By changing the camera subject to the humanoid inside camModel, I can offset the camera to be relative to the players head(also note that the players head angles up or down depending on where the camera is pointing). My first solution was to use the CameraOffset property of the humanoid, however that produced choppy camera movements. |
|
|
| Report Abuse |
|
|
| |
|