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SkelectroTM
#183288878Tuesday, February 09, 2016 11:42 PM GMT

while true do CurrentCamera.CoordinateFrame=Player.Character.Torso.CFrame end I think that's what it was. Can't really copy-paste it exactly because my studio crashed. y-y-you too...
Darkenus
#183289196Tuesday, February 09, 2016 11:47 PM GMT

.RenderStepped
Darkenus
#183289275Tuesday, February 09, 2016 11:48 PM GMT

http://wiki.roblox.com/index.php?title=API:Class/RunService/RenderStepped basically, --localscript game:GetService("RunService").RenderStepped:connect(function() CurrentCamera.CoordinateFrame=Player.Character.Torso.CFrame end)
cntkillme
#183289310Tuesday, February 09, 2016 11:48 PM GMT

OP you forgot a wait or something
SkelectroTM
#183289365Tuesday, February 09, 2016 11:49 PM GMT

I know. I tried to make it less jiterry. It crashed my game and that was the last thing in there that I got from the autosave. y-y-you too...
SkelectroTM
#183289437Tuesday, February 09, 2016 11:50 PM GMT

Thanks. That helped @darkenus y-y-you too...
blence
#183289463Tuesday, February 09, 2016 11:50 PM GMT

You really want a wait in there, it will crash otherwise because you basically told roblox studio to run that line of code an infinite amount of times in 0 seconds. An easy fix would be while true do CurrentCamera.CoordinateFrame=Player.Character.Torso.CFrame wait() end though someone else has posted something more efficient.
Darkenus
#183289585Tuesday, February 09, 2016 11:52 PM GMT

renderstepped is your bestie when trying to focus players camera. if you use: while wait() do end the player can still move the camera - but only for like a split second b4 they are forced back onto what you said to look at however, with renderstepped - its fires at ever frame, so they CANNOT move their camera. plus, its just awesome
SippinBubbly
#183290016Tuesday, February 09, 2016 11:59 PM GMT

Do what dark is saying game:GetService("RunService").RenderStepped:connect(f) is super smooth.
SkelectroTM
#183291174Wednesday, February 10, 2016 12:17 AM GMT

what's (f)? y-y-you too...
Darkenus
#183310141Wednesday, February 10, 2016 5:07 AM GMT

@electro 'f' would be the function aka ============================= function f() CurrentCamera.CoordinateFrame=Player.Character.Torso.CFrame end) game:GetService("RunService").RenderStepped:connect(f)
128Gigabytes
#183310278Wednesday, February 10, 2016 5:10 AM GMT

'the player can still move the camera - but only for like a split second b4 they are forced back onto what you said to look at' What kind of a monster tries to manipulate the camera like this and doesn't disable the default camera scripts?
Darkenus
#183310520Wednesday, February 10, 2016 5:16 AM GMT

What kind of a monster tries to manipulate the camera like this and doesn't disable the default camera scripts? what r u talking about. disabling the normal camera scripts doesnt do a difference.... its because wait() does not occur at every frame and renderstepped does. so renderstepped is the smoothest
128Gigabytes
#183310689Wednesday, February 10, 2016 5:21 AM GMT

If you disable the default camera scripts they can't move the camera, at all. There is no dragging it for a second because you can no longer drag it
Darkenus
#183310769Wednesday, February 10, 2016 5:23 AM GMT

omg u are a genius. i did not know this. now i can implement this into my project that i was dealing with.
SkelectroTM
#183349387Thursday, February 11, 2016 12:19 AM GMT

that wasn't really the answer to my specific question. I found out when I did this. RunScript.RenderStepped:connect(function(f) print(f) end I think it has something to do with the amount of time between the last rendered frame? Idk. But I'll also try disabling the default camera scripts. Thanks for all the help guys!
Darkenus
#183349809Thursday, February 11, 2016 12:25 AM GMT

http://wiki.roblox.com/index.php?title=API:Class/RunService/RenderStepped apparently its the 'step' read the parameters in the wiki
SkelectroTM
#183358320Thursday, February 11, 2016 2:42 AM GMT

Oh. That makes sense. I'll do more research and see how I can apply this. y-y-you too...

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