ScriptOn
|
  |
| Joined: 22 Aug 2010 |
| Total Posts: 10885 |
|
|
| 17 May 2013 07:42 PM |
I`m trying to get a relative rader GUI, meaning the players move around you.
vv.Position = UDim2.new((v.Character.Torso.Position.X:inverse()*character.Torso.Position.X)/250+0.5,-5,(v.Character.Torso.Position.inverse()*character.Torso.Position.Z)/250+0.5,-5)
v.Character is all the player, and character is you. I can't get this to work. |
|
|
| Report Abuse |
|
|
ScriptOn
|
  |
| Joined: 22 Aug 2010 |
| Total Posts: 10885 |
|
| |
|
MrChubbs
|
  |
| Joined: 14 Oct 2010 |
| Total Posts: 4969 |
|
|
| 17 May 2013 07:44 PM |
| Too complicated if you ask me, just subtract the position values take the x and y, divide them by the max range and elimate any outside of that range. |
|
|
| Report Abuse |
|
|
|
| 17 May 2013 07:46 PM |
local relative = character.Torso.CFrame:toWorldSpace(v.Character.Torso.CFrame):inverse()
vv.Position = UDim2.new(relative.x/250 + 0.5, -5, relative.z/250+0.5, -5)
Should work. |
|
|
| Report Abuse |
|
|
ScriptOn
|
  |
| Joined: 22 Aug 2010 |
| Total Posts: 10885 |
|
|
| 17 May 2013 07:52 PM |
| :/ its spawning things way far out. |
|
|
| Report Abuse |
|
|
ScriptOn
|
  |
| Joined: 22 Aug 2010 |
| Total Posts: 10885 |
|
|
| 17 May 2013 08:02 PM |
| This worked local relative = character.Torso.CFrame:inverse()*v.Character.Torso.CFrame |
|
|
| Report Abuse |
|
|