The tweening part is at the bottom of the whole script.
repeat wait() workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable until workspace.CurrentCamera.CameraType == Enum.CameraType.Scriptable local camera = Instance.new("Part", workspace) camera.Anchored = true camera.CanCollide = false camera.Transparency = 1 camera.CFrame = CFrame.new(-3.75, 4, -5.25) camera.Orientation = Vector3.new(-5, -90, 0) workspace.CurrentCamera.CFrame = camera.CFrame local mouse = game.Players.LocalPlayer:GetMouse() local cameraMovement cameraMovement = game["Run Service"].RenderStepped:Connect(function() local center = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2 - game.GuiService:GetGuiInset().Y) workspace.CurrentCamera.CFrame = camera.CFrame * CFrame.new(camera.CFrame.LookVector + Vector3.new((-mouse.X - center.X) / 4000, (mouse.Y - center.Y) / 4000, 0)) end) repeat wait() until script.Continue.Value == true cameraMovement:Disconnect() local part = Instance.new("Part", workspace) part.Anchored = true part.CanCollide = false part.BrickColor = BrickColor.White() part.Size = Vector3.new(13, 7.25, 2) part.CFrame = CFrame.new(16.25, 6.875, -4.5) * CFrame.Angles(0, math.rad(90), 0) wait(1) game.TweenService:Create(camera, TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0), {CFrame = workspace.CameraPlayDestination.CFrame}):Play() -- Over here is where it doesn't tween the camera. wait(2)
Hey, hope you're having a great day. For others that are struggling to read the code, I might have made it easier to read.
-- Making Camera Scriptable -- repeat wait() workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable until workspace.CurrentCamera.CameraType == Enum.CameraType.Scriptable -- Camera Properties -- local camera = Instance.new("Part", workspace) camera.Anchored = true camera.CanCollide = false camera.Transparency = 1 camera.CFrame = CFrame.new(-3.75, 4, -5.25) camera.Orientation = Vector3.new(-5, -90, 0) -- Change Camera workspace.CurrentCamera.CFrame = camera.CFrame -- Camera Movement Determining -- local mouse = game.Players.LocalPlayer:GetMouse() local cameraMovement cameraMovement = game["Run Service"].RenderStepped:Connect(function() local center = Vector2.new(workspace.CurrentCamera.ViewportSize.X / 2, workspace.CurrentCamera.ViewportSize.Y / 2 - game.GuiService:GetGuiInset().Y) workspace.CurrentCamera.CFrame = camera.CFrame * CFrame.new(camera.CFrame.LookVector + Vector3.new((-mouse.X - center.X) / 4000, (mouse.Y - center.Y) / 4000, 0)) end) -- Continue Value -- repeat wait() until script.Continue.Value == true -- Disconect Camera Movement -- cameraMovement:Disconnect() -- Part Properties -- local part = Instance.new("Part", workspace) part.Anchored = true part.CanCollide = false part.BrickColor = BrickColor.White() part.Size = Vector3.new(13, 7.25, 2) part.CFrame = CFrame.new(16.25, 6.875, -4.5) * CFrame.Angles(0, math.rad(90), 0) -- Tweening Camera -- wait(1) game.TweenService:Create(camera, TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0), {CFrame = workspace.CameraPlayDestination.CFrame}):Play() -- Over here is where it doesn't tween the camera. wait(2)
The issue that may be occuring here is that you need to reference TweenService like this:
game:GetService("TweenService")