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How Do I Automatically Run This Script After The Character Respawns?

Asked by 4 years ago
Edited 4 years ago

So I have a shoulder camera script on my game and i have a issue which is whenever the player resets their character the camera stays on the last position that the camera was in before the player reset i can't really find a way to fix this issue so i'm asking for help here is my local script.

local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")

local camera = workspace.CurrentCamera
local cameraOffset = Vector3.new(2, 2, 8)
local player = Players.LocalPlayer
local FreeToggle = true

player.CharacterAdded:Connect(function(character)
    local humanoid = character:WaitForChild("Humanoid")
    local rootPart = character:WaitForChild("HumanoidRootPart")
    local t = character:WaitForChild("Torso")
    humanoid.AutoRotate = false

    local cameraAngleX = 0
    local cameraAngleY = 0

    local function playerInput(actionName, inputState, inputObject)
        -- Calculate camera/player rotation on input change
        if inputState == Enum.UserInputState.Change then
            cameraAngleX = cameraAngleX - inputObject.Delta.X
            -- Reduce vertical mouse/touch sensitivity and clamp vertical axis
            cameraAngleY = math.clamp(cameraAngleY-inputObject.Delta.Y*0.4, -75, 75)
            -- Rotate root part CFrame by X delta
            rootPart.CFrame = rootPart.CFrame * CFrame.Angles(0, math.rad(-inputObject.Delta.X), 0)
        end
    end
    ContextActionService:BindAction("PlayerInput", playerInput, false, Enum.UserInputType.MouseMovement, Enum.UserInputType.Touch)

    RunService.RenderStepped:Connect(function()
        if camera.CameraType ~= Enum.CameraType.Scriptable then
            camera.CameraType = Enum.CameraType.Scriptable
        end
        local startCFrame = CFrame.new((rootPart.CFrame.Position)) * CFrame.Angles(0, math.rad(cameraAngleX), 0) * CFrame.Angles(math.rad(cameraAngleY), 0, 0)
        local cameraCFrame = startCFrame:ToWorldSpace(CFrame.new(cameraOffset.X, cameraOffset.Y, cameraOffset.Z))
        local cameraFocus = startCFrame:ToWorldSpace(CFrame.new(cameraOffset.X, cameraOffset.Y, -10000))
        camera.CFrame = CFrame.new(cameraCFrame.Position, cameraFocus.Position) 
    end)

    local dir = camera.CoordinateFrame.lookVector * Vector3.new(1,0,1)
        local b = Instance.new("BodyGyro",t)
        b.Name = "ShoulderCamGyro"
        b.maxTorque = Vector3.new(999999,999999,999999)
        b.cframe = CFrame.new(t.Position,t.Position+(camera.CoordinateFrame.lookVector*Vector3.new(1,0,1)))
        b.D = 100
        game:GetService("RunService").RenderStepped:connect(function()
            if b and t then
                local dir = camera.CoordinateFrame.lookVector * Vector3.new(1,0,1)
                b.cframe = CFrame.new(t.Position,t.Position+dir)
    end
end)

end)


local function focusControl(actionName, inputState, inputObject)
    -- Lock and hide mouse icon on input began
    if inputState == Enum.UserInputState.Begin then
        local mouse = game.Players.LocalPlayer:GetMouse()
        UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
        UserInputService.MouseIconEnabled = true
        mouse.Icon = "rbxassetid://4918750366"
        ContextActionService:UnbindAction("FocusControl", focusControl, false, Enum.UserInputType.MouseButton1, Enum.UserInputType.Touch, Enum.UserInputType.Focus)
    end
end

UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
    local controls = require(game:GetService("Players").LocalPlayer.PlayerScripts.PlayerModule):GetControls()
    if input.KeyCode == Enum.KeyCode.M then
        if FreeToggle == true then
            FreeToggle = false
            UserInputService.MouseBehavior = Enum.MouseBehavior.Default
            controls:Disable()
        else
            FreeToggle = true
            UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
            controls:Enable()
        end
    end
end)    

ContextActionService:BindAction("FocusControl", focusControl, false, Enum.UserInputType.MouseButton1, Enum.UserInputType.Touch, Enum.UserInputType.Focus)

Thanks In Advance! :D

1 answer

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Answered by
epicnt 13
4 years ago

You should try this!

Player.CharacterAdded:Connect(function()

At the very start, what it does is that everytime the character is added/reloaded via death or reset it runs the script also at the very bottom add end)

Hope this helped!

0
This Did Not Work Sadly :( ZanTheScripter 0 — 4y
0
Huh, strange, lemme see epicnt 13 — 4y
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