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- -- DONT EDIT NOTHING IN THE SCRIPT IF YOU DONT KNOW WHAT YOU DOING!
- -- This script is for iiFireGamingOfDoom.
- --Not mine(comment made by GForcebit--
- --Edited by GForcebit--
- --Made by: Shematics
- wait(2)
- local InputService=game:GetService("UserInputService")
- local Camera=game.Workspace.CurrentCamera
- local Player=game.Players.LocalPlayer
- local Character=Player.Character
- local Head=Character.Head
- local Torso=Character.Torso
- local RootPart=Character.HumanoidRootPart
- local RootJoint=RootPart.RootJoint
- local Neck=Torso.Neck
- Camera.FieldOfView=90
- Camera.CameraType="Scriptable"
- InputService.MouseBehavior = Enum.MouseBehavior.LockCenter
- InputService.MouseIconEnabled = false
- local v3=Vector3.new
- local cf=CFrame.new
- local components=cf().components
- local inverse=cf().inverse
- local fromAxisAngle=CFrame.fromAxisAngle
- local atan,atan2=math.atan,math.atan2
- local acos=math.acos
- local function toAxisAngleFromVector(v)
- local z=v.z
- return z*z<0.99999 and v3(v.y,-v.x,0).unit*acos(-z) or v3()
- end
- local function AxisAngleLookOrientation(c,v,t)--CFrame,Vector,Tween
- local c=c-c.p
- local rv=(inverse(c)*v).unit
- local rz=rv.z
- return rz*rz<0.99999 and c*fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or c
- end
- local function AxisAngleLookNew(v,t)--CFrame,Vector,Tween
- local rv=v.unit
- local rz=rv.z
- return rz*rz<0.99999 and fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or cf()
- end
- local function AxisAngleLook(c,v,t)--CFrame,Vector,Tween
- local rv=(inverse(c)*v).unit
- local rz=rv.z
- return rz*rz<0.99999 and c*fromAxisAngle(v3(rv.y,-rv.x,0),acos(-rz)*(t or 1)) or c
- end
- local Sensitivity=0.005
- local CameraDirection=Vector3.new(0,0,1)
- local function EulerAnglesYX(l)
- local x,z=l.x,l.z
- return atan(l.y/(x*x+z*z)^0.5),-atan2(x,-z)
- end
- local function AnglesXY(l)
- local z=l.z
- return atan2(l.y,-z),-atan2(l.x,-z)
- end
- local function MouseMoved(Input)
- if Input.UserInputType==Enum.UserInputType.MouseMovement then
- local dx,dy=Input.Delta.x*Sensitivity,Input.Delta.y*Sensitivity
- local m2=dx*dx+dy*dy
- if m2>0 then
- CameraDirection=(AxisAngleLookOrientation(RootPart.CFrame,CameraDirection)*fromAxisAngle(v3(-dy,-dx,0),m2^0.5)).lookVector
- end
- local RootOrientation=RootPart.CFrame-RootPart.Position
- local RelativeDirection=RootOrientation:inverse()*CameraDirection
- local AngX,AngY=AnglesXY(RelativeDirection)--RootOrientation:inverse()*
- if AngX<-1.57*11/12 then
- local y,z,c,s=RelativeDirection.y,RelativeDirection.z,math.cos(-1.57*11/12-AngX),-math.sin(-1.57*11/12-AngX)
- z,y=z*c-y*s,z*s+y*c
- CameraDirection=RootOrientation*v3(RelativeDirection.x<0 and -(1-y*y-z*z)^0.5 or (1-y*y-z*z)^0.5,y,z)
- elseif AngX>1.57*11/12 then
- local y,z,c,s=RelativeDirection.y,RelativeDirection.z,math.cos(1.57*11/12-AngX),-math.sin(1.57*11/12-AngX)
- z,y=z*c-y*s,z*s+y*c
- CameraDirection=RootOrientation*v3(RelativeDirection.x<0 and -(1-y*y-z*z)^0.5 or (1-y*y-z*z)^0.5,y,z)
- end
- end
- end
- local Mouse=Player:GetMouse()
- local Zoom=-0.5
- Mouse.KeyDown:connect(function(k)
- if k=="e" then
- Zoom=-0.5
- elseif k=="q" then
- Zoom=-0.5
- end
- end)
- InputService.InputChanged:connect(MouseMoved)
- Neck.C1=cf()
- local _
- local DirectionBound=3.14159/3
- local CurrentAngY=0
- local function CameraUpdate()
- Camera.CameraType="Scriptable"
- local cx,cz=CameraDirection.x,CameraDirection.z
- local rvx,rvz=RootPart.Velocity.x,RootPart.Velocity.z
- if rvx*rvx+rvz*rvz>4 and cx*rvx+cz*rvz<-0.5*(cx*cx+cz*cz)^0.5*(rvx*rvx+rvz*rvz)^0.5 then
- DirectionBound=math.min(DirectionBound*0.9,math.abs(CurrentAngY*0.9))
- else
- DirectionBound=DirectionBound*0.1+3.14159/3*0.9
- end
- local AngX,AngY=EulerAnglesYX((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection)
- if AngY>DirectionBound then
- RootPart.CFrame=RootPart.CFrame*CFrame.Angles(0,AngY-DirectionBound,0)
- elseif AngY<-DirectionBound then
- RootPart.CFrame=RootPart.CFrame*CFrame.Angles(0,AngY+DirectionBound,0)
- end
- _,CurrentAngY=EulerAnglesYX((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection)
- local CameraOrientation=AxisAngleLookNew((RootPart.CFrame-RootPart.Position):inverse()*CameraDirection,1)
- Neck.C0=CFrame.new(0,1,0)*CameraOrientation*CFrame.new(0,0.5,0)
- local PreCam=AxisAngleLook(RootPart.CFrame*cf(0,1,0),RootPart.CFrame*v3(0,1,0)+CameraDirection)*CFrame.new(0,0.825,0)
- if Zoom==8 then
- local Part,Position=Workspace:findPartOnRay(Ray.new(PreCam.p,PreCam.lookVector*-8),Character)
- Camera.CoordinateFrame=PreCam*CFrame.new(0,0,(Position-PreCam.p).magnitude)
- else
- Camera.CoordinateFrame=PreCam*CFrame.new(0,0,Zoom)
- end
- end
- game:GetService("RunService").RenderStepped:connect(CameraUpdate)
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