oni0n
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| Joined: 04 Nov 2012 |
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| 16 Sep 2015 12:44 PM |
I don't mean on all axes: I want the character's torso to still be parallel to the ground/base/[w/e]
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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oni0n
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| Joined: 04 Nov 2012 |
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| 16 Sep 2015 12:53 PM |
bumpy
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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oni0n
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| 16 Sep 2015 01:01 PM |
BUMP!?
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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oni0n
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| Joined: 04 Nov 2012 |
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| 16 Sep 2015 01:31 PM |
| If you know how to do it for all axis only make it do it for Z and X axis |
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oni0n
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| Joined: 04 Nov 2012 |
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| 16 Sep 2015 01:33 PM |
That's the problem. I'm asking you people to help me with this mainly because I don't even know how to do it for all the axes either. (I still just want to learn how to do it for the Z and X axes)
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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oni0n
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| Joined: 04 Nov 2012 |
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| 17 Sep 2015 11:07 AM |
bump
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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Egzekiel
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| Joined: 10 Jan 2011 |
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| 17 Sep 2015 11:09 AM |
| Use a bodygyro with a maxtorque of 0,math.huge,0 |
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oni0n
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| Joined: 04 Nov 2012 |
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| 17 Sep 2015 11:10 AM |
What?
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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AkaLua
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| Joined: 27 Jul 2012 |
| Total Posts: 526 |
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| 17 Sep 2015 11:18 AM |
If you don't understand that, you can't do it. That's the simplest way of putting it without going :
First, click the start button in the bottom left of your screen Then open roblox studio Next, insert a BodyGyro...
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oni0n
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| 17 Sep 2015 11:19 AM |
A BodyGyro instance would make my character constantly face my camera? Just think about it for a second.
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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AkaLua
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| Joined: 27 Jul 2012 |
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| 17 Sep 2015 11:21 AM |
Ugh... We won't do everything for you. Otherwise you might as well hire a scripter
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Egzekiel
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| Joined: 10 Jan 2011 |
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| 17 Sep 2015 11:23 AM |
Bruh.
local bodyg=char.Torso.BodyGyro bodyg.MaxTorque=Vector3.new(0,math.huge,0) bodyg.cframe=game.CurrentCamera.CoordinateFrame |
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oni0n
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| Joined: 04 Nov 2012 |
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| 17 Sep 2015 11:23 AM |
Well I'm not the one that deleted the Scripting Helpers sub-forum [if it ever existed].
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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| 17 Sep 2015 11:26 AM |
Use BodyGyro(put that in the character torso(If you're using the default roblox character)), get the camera position and do:
BodyGyro.maxThrust = Vector3.new(0,math.huge,0)
repeat wait() BodyGyro.cframe = CFrame.new(Vector3.new(camPos.X,BodyGyro.Parent.Position.Y,camPos.Z), BodyGyro.Parent.Position) until --idk?
Don't know if it works if it does, then have fun. |
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Egzekiel
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| Joined: 10 Jan 2011 |
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| 17 Sep 2015 11:31 AM |
^ Nope It's bodygyro.MaxTorque lol
And while loop is better.
while wait() do --script end |
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AkaLua
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| Joined: 27 Jul 2012 |
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| 17 Sep 2015 11:32 AM |
local player=game.Players.LocalPlayer local char=game.Workspace:WaitForChild(player.Name) local cam=game.Workspace.CurrentCamera local torso=char:WaitForChild("Torso") local bodyg=Instance.new("BodyGyro",torso) bodyg.MaxTorque=Vector3.new(math.huge,math.huge,math.huge) while game:GetService("RunService").RenderStepped:wait() do bodyg.cframe=cam.CoordinateFrame end Look what you made me do...
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oni0n
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| Joined: 04 Nov 2012 |
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| 17 Sep 2015 11:32 AM |
Would I be able to weld my character's torso to my rootpart?
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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AkaLua
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| Joined: 27 Jul 2012 |
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| 17 Sep 2015 11:33 AM |
Yeah
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| 17 Sep 2015 11:33 AM |
| I'm not on studio so gg. was too lazy to check it. also loops are own preference. |
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| 17 Sep 2015 11:43 AM |
Hint:
Coordinateframe
I'M AN ATR POSTIN' BOI! P.S. http://www.roblox.com/Windows-10-Song-item?id=297242780 |
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oni0n
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| Joined: 04 Nov 2012 |
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| 17 Sep 2015 11:43 AM |
I've already done it.
#code cout << "Proof by analogy is fraud." << endl; //Bjarne Stroustrup |
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