The positions are in the right places, I have the door tween to the Pos part, which changes position to ClosedPosition when the door is done is opening, then if I click on the door again it should tween to the Pos's position and orientation again, which should have changed position to the closed door, but it still doesn't do it, I made it print something at the end of both ifs and it worked. I'm just very confused at the moment
local tweenService = game:GetService("TweenService")
local part = script.Parent
local tweeningInformation = TweenInfo.new(
1.5, --Length
Enum.EasingStyle.Cubic, --Easing Style
Enum.EasingDirection.Out, --Easing Direction
0, --Repeats
false, --backtrack
0 --tween delay
)
----------------
local partProperties = {
Position = script.Parent.Parent.Pos.Position,
Orientation = script.Parent.Parent.Pos.Orientation
}
local Tween = tweenService:Create(part,tweeningInformation,partProperties)
----
function onClicked(playerWhoClicked)
if script.Parent.Parent.State.Value == 1 then
script.Parent.Parent.State.Value = 2
script.Parent.ClickDetector.MaxActivationDistance = 0
Tween:Play()
script.Parent.Open:Play()
wait(1.5)
script.Parent.Parent.Pos.Position = script.Parent.Parent.ClosedPosition.Position
script.Parent.Parent.Pos.Orientation = script.Parent.Parent.ClosedPosition.Orientation
script.Parent.ClickDetector.MaxActivationDistance = 5
elseif script.Parent.Parent.State.Value == 2 then
script.Parent.Parent.State.Value = 1
script.Parent.ClickDetector.MaxActivationDistance = 0
Tween:Play()
script.Parent.Close:Play()
wait(1.5)
script.Parent.Parent.Pos.Position = script.Parent.Parent.OpenPosition.Position
script.Parent.Parent.Pos.Orientation = script.Parent.Parent.OpenPosition.Orientation
script.Parent.ClickDetector.MaxActivationDistance = 5
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)

4 comments
Hm, What a weid way to use cooldowns.
I'm not a great scripter and am doing it the only way I know how, though this time it's not working, this is also my first time using tweenService
Try using a loop
nope, didn't work