rs.RenderStepped:connect(function()
if player.Character.Torso then
local zoom = 100
local pitch = 0.1 -- 10
if CamEffectsEnabled then camera.CameraType = "Scriptable" end
if CamEffectsEnabled then camera:Interpolate(CFrame.new(root.CFrame.p + Vector3.new(-pitch,zoom,0)), root.CFrame, 0.00001) end
end
end)
Everything works fine right now, but if Pitch is set to 0 or below, the player cannot move... this doesn't make any sense, any idea what might be causing it?

3 comments
why set pitch to 0 in the first place?
I don't want the camera to be angled, which a pitch above 0 will do.
well if you reroute the md5# you can triangulate the interal mainframe for the math equation. Now once you returned the proper math equation just use the last 56 units of pi and multiply it by that number. This should get u the perfect pitch to use in your code :3