It's Maelstronomer's flip camera upside down button GUI, and I was wanting to know if it was possible to make it onTouch() and then have another brick that makes it reset to the original form.
Here are the scripts that are used (They're local scripts.)
Code 1:
rs = game:GetService("RunService") c = game.Workspace.CurrentCamera on=false script.Parent.MouseButton1Down:connect(function() on=not on --[[if on then game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1) else game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1) end--]] end) while true do if on then c.CoordinateFrame = c.CoordinateFrame * CFrame.Angles(0, 0, math.rad(180)) end rs.RenderStepped:wait() end
Code 2:
--You can affect roll with CoordinateFrame too(it got secretly added while ago). Proof: rs = game:GetService("RunService") t = 0 lastTick = tick() rotation = 0 while true do local dt = tick() - lastTick rotation = rotation+math.rad(10*dt) game.Workspace.CurrentCamera.CoordinateFrame = game.Workspace.CurrentCamera.CoordinateFrame * CFrame.Angles(0, 0, rotation) lastTick = tick() rs.RenderStepped:wait() end
rs = game:GetService("RunService") c = game.Workspace.CurrentCamera on=false script.Parent.Touched:connect(function() on=not on --[[if on then game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1) else game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = game.Players.LocalPlayer.Character.Humanoid.WalkSpeed * (-1) end--]] end) while true do if on then c.CoordinateFrame = c.CoordinateFrame * CFrame.Angles(0, 0, math.rad(180)) end rs.RenderStepped:wait() end