robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 25 Nov 2014 09:33 PM |
PlaceRebuilder replicated the studio camera in Reason 2 Die. I've only seen this done when a player is kicked from the game. Can this be done without code? By code, I mean completely rescripting the camera? If there is and you've insight, can you clue me in?
-=Robo=- |
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| 25 Nov 2014 09:38 PM |
| -_______________________________________________________________________________- |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 25 Nov 2014 09:40 PM |
Thanks for the helpful answer. I'm not illegible, don't post if you've nothing beneficial.
-=Robo=- |
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| 25 Nov 2014 09:44 PM |
You don't need to rescript the camera, it's just a property of Camera. I think it's
Enum.CameraType.Scriptable
but idk. Google camera types |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 25 Nov 2014 09:45 PM |
Wasn't the question. I know how to manipulate the camera. I'm just curious as to whether or not the studio camera has to be replicated in code with cframe math, or if it's something you can enable, I haven't found any properties or anything.
-=Robo=- |
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| 25 Nov 2014 09:52 PM |
pretty sure you have to script it
logic is logical |
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| 25 Nov 2014 09:53 PM |
| It's a camera type! The wasd movement of studio camera is just a camera type with no subject. |
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| 25 Nov 2014 09:57 PM |
| Or at least it used to be... |
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| 25 Nov 2014 10:02 PM |
Ah you have to nil the Player's character.
like
oldChar = game.Players.LocalPlayer.Character:clone() game.Players.LocalPlayer.Character = nil --Now you have a free camera!
To retarget your person do: oldChar.Parent = Workspace game.Players.LocalPlayer.Character = oldChar |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 25 Nov 2014 10:33 PM |
@ninja That'd error. I was hoping there was a more simplistic/efficient solution, I suppose a custom pseudo camera is the only option.
-=Robo=- |
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Goulstem
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| Joined: 04 Jul 2012 |
| Total Posts: 7177 |
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