This localscript makes the head follow the mouse, and I was wondering how I'd add a dealy to it. Here's the script:
local Player = game.Players.LocalPlayer
local Character = Player.CharacterAdded:wait() ; Character = Player.Character
local Torso = Character:WaitForChild'Torso'
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Character:WaitForChild("Humanoid")
Humanoid.AutoRotate = false
local HMR = Character:WaitForChild("HumanoidRootPart")
local Mouse = Player:GetMouse()
local RC0 = CFrame.new(1, .5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
local RC1 = CFrame.new(-.5, .5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
local LC0 = CFrame.new(-1, .5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
local LC1 = CFrame.new(.5, .5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
local NeckC0 = Neck.C0
local NeckC1 = Neck.C1
game:GetService("RunService").RenderStepped:connect(function()
local cf = workspace.CurrentCamera.CFrame.lookVector.Y
Neck.C0 = NeckC0 * CFrame.Angles(math.asin(Mouse.Origin.lookVector.Y), 0, 0):inverse()
HMR.CFrame = CFrame.new(HMR.Position, Vector3.new(Mouse.Hit.p.x, HMR.Position.Y, Mouse.Hit.p.z))
end)
So let me explain what I mean by a delay, I mean I need it to not start like 1 second after the player joins but rather that the head updates its angle with a 1 second delay. So please don't comment "jUsT uSe WaIt(1)"

2 comments
If you add wait(1) at line 23, it actually should do what you want.
Actually your answer also worked, thanks