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| 11 Nov 2017 06:12 PM |
https://www.roblox.com/games/412887834/Camera-System-Test (WASD to move, scroll to zoom, Q/E to rotate)
So, right now the movement script is based off of Vector3, so it moves on an axis. This is fine for 2D movement, however when rotating, all the controls are reversed.
Is there any way to make controls dynamic, and go the direction relative to where the camera is pointing, rather than based off a global axis? I've tried using cframe.lookVector, but there are always so many issues, I just revert back to vector3
Don't say "use cframe", because that is the most useless answer ever..
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| 11 Nov 2017 06:39 PM |
https://blog.roblox.com/2017/11/introducing-new-pathfinding-system-orbital-camera/
u mean like this "orbital camera"
if (dev.ShouldLearnNewLanguage){dev:LearnJS()} |
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| 11 Nov 2017 06:42 PM |
i made this a year before that.
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| 11 Nov 2017 06:43 PM |
also no, not really. It has more features.
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| 11 Nov 2017 06:43 PM |
yea yea off to jail young man
if (dev.ShouldLearnNewLanguage){dev:LearnJS()} |
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| 11 Nov 2017 06:44 PM |
are you just going to crappost
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| 11 Nov 2017 06:56 PM |
okay. well. after a year of headaches, the solution to the problem was using * instead of +. k, i hate life now
(I tried to do script.Parent.CFrame = script.Parent.CFrame + CFrame.new(0,0,-1), and it would error. though, apparently script.Parent.CFrame = script.Parent.CFrame * CFrame.new(0,0,-1) works)
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Voxxie
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| Joined: 27 Aug 2006 |
| Total Posts: 325 |
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| 11 Nov 2017 06:57 PM |
| can you please watch your mouth, my mom reads this :/ |
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