I've been checking throughout this view bobbing script i created, and it simply breaks after resetting. how to fix?
repeat wait() until game.Players.LocalPlayer.Character camera = game.Workspace.CurrentCamera character = game.Players.LocalPlayer.Character Z = 0 damping = character.Humanoid.WalkSpeed / 2 PI = 3.1415926 tick = PI / 2 running = false strafing = false character.Humanoid.Strafing:connect(function(bool) strafing = bool end) character.Humanoid.Jumping:connect(function() running = false end) character.Humanoid.Swimming:connect(function() running = false end) character.Humanoid.Running:connect(function(speed) if speed > 0.1 then running = true else running = false end end) function mix(par1, par2, factor) return par2 + (par1 - par2) * factor end while true do game:GetService("RunService").RenderStepped:wait() fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude if fps < 0 then Z = 1 else Z = 0 end if running == true and strafing == false then tick = tick + character.Humanoid.WalkSpeed / 92 --Calculate Bobbing speed. else if tick > 0 and tick < PI / 2 then tick = mix(tick, PI / 2, 0.9) end if tick > PI / 2 and tick < PI then tick = mix(tick, PI / 2, 0.9) end if tick > PI and tick < PI * 1.5 then tick = mix(tick, PI * 1.5, 0.9) end if tick > PI * 1.5 and tick < PI * 2 then tick = mix(tick, PI * 1.5, 0.9) end end if tick >= PI * 2 then tick = 0 end camera.CoordinateFrame = camera.CoordinateFrame * CFrame.new(math.cos(tick) / damping, math.sin(tick * 2) / (damping * 2), Z) * CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20)) --Set camera CFrame end
bit late but uh...
Try putting it in StarterCharacterScripts