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

2 comments
This Did Not Work Sadly :(
Huh, strange, lemme see