Everytime the Guided Rocket Launches, The camera started getting glitch, Here's the script:
local active local Tool = script.Parent local Launcher = Tool.Handle local Rocket = Instance.new("Part") Rocket.Locked = true Rocket.BackSurface = 3 Rocket.BottomSurface = 3 Rocket.FrontSurface = 3 Rocket.LeftSurface = 3 Rocket.RightSurface = 3 Rocket.TopSurface = 3 Rocket.Size = Vector3.new(1, 2.5, 1) Rocket.BrickColor = BrickColor.new(23) Rocket.FormFactor = 3 local rocketMesh = Instance.new("SpecialMesh") rocketMesh.MeshId = "http://www.roblox.com/asset/?id=31601976" rocketMesh.TextureId = "http://www.roblox.com/asset/?id=31601599" rocketMesh.Parent = Rocket local debris = game:GetService("Debris") local swooshSound local explosionSound local vCharacter local vPlayer function blow(hit, missile) active = false game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" if missile == nil then return end if swooshSound then swooshSound:stop() end explosion = Instance.new("Explosion") explosion.Position = missile.Position -- find instigator tag local creator = missile:FindFirstChild("creator") explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) explosion.Parent = game.Workspace if explosionSound then explosionSound:Play() end wait(.1) if missile then missile:Remove() end end function onPlayerBlownUp(part, distance, creator) if part.Name == "Head" or part.Name == "Torso" then local humanoid = part.Parent.Humanoid tagHumanoid(humanoid, creator) end end function tagHumanoid(humanoid, creator) -- tag does not need to expire if all explosions lethal if creator ~= nil then local new_tag = creator:clone() new_tag.Parent = humanoid end end function fire(vTarget) local vCharacter = Tool.Parent local vHandle = Tool:findFirstChild("Handle") if vHandle == nil then print("Handle not found") return end local direction = vTarget - vHandle.Position direction = computeDirection(direction) local missile = Rocket:clone() local pos = vHandle.Position + (direction * 10.0) missile.CFrame = CFrame.new(pos, pos + direction) * CFrame.Angles(math.pi/2, 0, 0) local creator_tag = Instance.new("ObjectValue") local vPlayer = game.Players:GetPlayerFromCharacter(vCharacter) if vPlayer == nil then print("Player not found") else if (vPlayer.Neutral == false) then -- nice touch missile.BrickColor = vPlayer.TeamColor end end local floatForce = Instance.new("BodyForce") floatForce.force = Vector3.new(0, missile:GetMass() * 196.1, 0.0) floatForce.Parent = missile missile.Velocity = computeDirection(Tool.Parent.Humanoid.TargetPoint - missile.Position) * 20.0 creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace if swooshSound then swooshSound:Play() end missile.Touched:connect(function(hit) blow(hit, missile) end) debris:AddItem(missile, 100.0) local cam = workspace.CurrentCamera cam.CameraSubject = missile cam.CameraType = "Follow" active = true while(active) do direction = computeDirection(Tool.Parent.Humanoid.TargetPoint - missile.Position) missile.Velocity = direction * 20.0 --The below line of code wasn't in the tutorial. It's optional and just points the missile in the right direction missile.CFrame = CFrame.new(missile.Position, missile.Position + direction) * CFrame.Angles(math.pi/2, 0, 0) wait() end end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end swooshSound = Launcher:FindFirstChild("Swoosh") explosionSound = Launcher:FindFirstChild("Explosion") local targetPos = humanoid.TargetPoint fire(targetPos) wait(7) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
Closed as Too Broad by MrNicNac
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