![]() ![]() If io.Ke圜ode = Enum.Ke圜ode.Q and lookLeft = false and lookRight = false and Locked = false then UIS.InputBegan:Connect(function(io, IsTyping) Local Zooming = true - If they want zooming enabled. Local Default = true - If they want to stop looking right or left. TS:Create(Camera,TweenInfo.new(2,),):Play() Local UIS = game:GetService("UserInputService")Ĭamera.CameraType = Local TS = game:GetService("TweenService") Local RunService = game:GetService("RunService") ![]() Camera Type values adjustable by module/bool values.Easier usage for everyone, forum post cleanup.(Simply aim where you want it to lock to, then zoom all the way in.) Please provide feedback in the comments on anything you’d like changed, I’m available to do so. Requested to view what the camera system has to offer, I have put it on a stream-able. Here is the file for installation if you don’t feel like looking over the code: (Not recommended, will configure if you guys need it.) The location of the camera should be under your starter character scripts, or “Custom_Rig” if you happen to be using one. The value I added (Active) it so you can chose weather or not to use the mouse feature, just toggle the active value on or off.Your setup should look something like this: If you wish for it to be configured for something serious please send me a message! The code isn’t made for anything serious, It’s a little unstable (first-person wise) and is mainly focused on being enjoyed in cool / testable games. Adjusted First Person (Realistic-ish, still funky.).LookLeft or LookRight (Keybinds, Q & E).I didn’t like the roblox’s form of the camera for a special puzzle game I’m making, so I decided to make a new one and happend to stubble across what I bring to you today. The camera system is a very smooth tweening camera that follows your players head. And I have chosen to open-source it in case any of you wish to use it inside of one of your games. Hey guys, I made a very interesting, (To me at least) Funny, working camera system. ![]()
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