Hi guys, I have a semi locked script that glitches up cameras. I'm going for a FN@F game. Here's the semi locked camera script
--[[ this script takes away a little control over the camera. instead of freely looking around, the camera will stare at a point but will have the ability to look around a little bit to follow the mouse cursor. great for cutscenes or games with static players !!!! enjoy!! ~oozle :) --]] wait() --this is the max angle that the camera can look left/right/up/down at any given time local lookaround = 20 lookaround = math.rad(lookaround) --objects local player = game.Players.LocalPlayer local cam = workspace.CurrentCamera repeat wait() until workspace:findFirstChild(player.Name) wait() --wait a little bit for stuff to load local mouse = player:GetMouse() local subject = player.Character.Head --measure screen dimensions local measure = Instance.new("ScreenGui",player.PlayerGui) repeat wait() until measure.AbsoluteSize.X ~= 0 wait(1) --wait a little bit for the absolutesize to update local screensizex = measure.AbsoluteSize.X local screensizey = measure.AbsoluteSize.Y measure:Destroy() --restrict the camera cam.CameraType = Enum.CameraType.Scriptable --give it a little freedom though while true and wait() and player.Character.Humanoid.Health ~= 0 and subject do cam.CoordinateFrame = subject.CFrame * CFrame.Angles(lookaround*(((screensizey/2)-mouse.Y)/screensizey)*2,lookaround*(((screensizex/2)-mouse.X)/screensizex)*2,0) end cam.CameraType = Enum.CameraType.Custom
Here's a camera
local CameraRotateScript=script; local Camera=CameraRotateScript.Parent; while true do for RotateRight=1,100 do Camera.CFrame=Camera.CFrame*CFrame.fromEulerAnglesXYZ(0,math.rad(-0.5),0) wait(0) end wait(2) for RotateLeft=1,100 do Camera.CFrame=Camera.CFrame*CFrame.fromEulerAnglesXYZ(0,math.rad(0.5),0) wait(0) end wait(2) end
Please help. Thanks!