X = 3 W = -3 Q = Vector3.new(3,0,0) E = Vector3.new(-3,0,0) game:GetService("RunService"):BindToRenderStep("Walk", Enum.RenderPriority.First.Value, function() local Input = game:GetService("UserInputService") print("working") if Input:IsKeyDown(Enum.KeyCode.W) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.Position + (game.Players.LocalPlayer.Character.Torso.CFrame.lookVector * X)) end if Input:IsKeyDown(Enum.KeyCode.A) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.CFrame * E) end if Input:IsKeyDown(Enum.KeyCode.S) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.Position + (game.Players.LocalPlayer.Character.Torso.CFrame.lookVector * W)) end if Input:IsKeyDown(Enum.KeyCode.D) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.CFrame * Q) end end) game.Players.LocalPlayer.CharacterRemoving:connect(function() game:GetService("RunService"):UnbindFromRenderStep("Walk") end)
The Title says it all.
I don't know too much about BindToRenderStep
, but I'm guessing you need to call it every time the player spawns, like so:
X = 3 W = -3 Q = Vector3.new(3,0,0) E = Vector3.new(-3,0,0) game.Players.LocalPlayer.CharacterAdded:connect(function() game:GetService("RunService"):BindToRenderStep("Walk", Enum.RenderPriority.First.Value, function() local Input = game:GetService("UserInputService") print("working") if Input:IsKeyDown(Enum.KeyCode.W) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.Position + (game.Players.LocalPlayer.Character.Torso.CFrame.lookVector * X)) end if Input:IsKeyDown(Enum.KeyCode.A) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.CFrame * E) end if Input:IsKeyDown(Enum.KeyCode.S) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso.Position + (game.Players.LocalPlayer.Character.Torso.CFrame.lookVector * W)) end if Input:IsKeyDown(Enum.KeyCode.D) then game.Players.LocalPlayer.Character.Humanoid:MoveTo(game.Players.LocalPlayer.Character.Torso .CFrame * Q) end end) end) game.Players.LocalPlayer.CharacterRemoving:connect(function() game:GetService("RunService"):UnbindFromRenderStep("Walk") end)
Also, you should really indent your code. I tried, but this editor isn't the best for it.