local Camerachange = game.Workspace.Change
local touched = false
-- ================================================================
-- // Camera Variables
local CamOffset = Vector3.new(10, 5.5, 20)
local CamLookDirection = Vector3.new(0, 0, -1)
local angle = CFrame.Angles(0,-45,0)
local camera = game.Workspace.CurrentCamera
local player = game.Players.LocalPlayer
local RunService = game:GetService('RunService')
-- ================================================================
Camerachange.Touched:connect(function(hit)
if not touched then
touched = true
wait(1)
print("I've passed!")
-- ================================================================
-- // Stuff
local function setupCamera()
camera.CoordinateFrame = CFrame.new(player.Character.HumanoidRootPart.Position + CamOffset,
player.Character.HumanoidRootPart.Position + CamOffset + CamLookDirection)
end
player.CharacterAdded:connect(setupCamera)
local function onUpdate()
if player.Character and player.Character:FindFirstChild('HumanoidRootPart') then
camera.CoordinateFrame = camera.CoordinateFrame:lerp(
CFrame.new(player.Character.HumanoidRootPart.Position + CamOffset,
player.Character.HumanoidRootPart.Position + CamOffset + CamLookDirection), 0.2 )
end
end
-- ===
-- // Changing Angles
camera.CoordinateFrame = angle
-- ===
RunService:BindToRenderStep('Camera', Enum.RenderPriority.Camera.Value, onUpdate)
-- ================================================================
touched = false
end
end)
It changes it to -45 angle for a milisecond, but then it goes on default again, any fix to it?
