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COMMUNITY QUESTION

Vault door seems anchored but it is not?

Hi, i am scripting a vault door that explodes when you trigger a proximityprompt, however when the explosion has finished the vault door does not fall on the ground but seems anchored while it is not.

db = true
script.Parent.ProximityPrompt.Triggered:Connect(function(player)
	if player ~= nil and db == true then
		local character = player.Character
		if character:FindFirstChild("Humanoid") then
			if character.Humanoid.Health >= 1 then
				if character:FindFirstChild("IsInARobbery") then
					if character.IsInARobbery.Value == true then db = false
						script.Parent.Parent.Trigger2.Script.Disabled = true
						script.Parent.ProximityPrompt.Enabled = false
						script.Parent.Parent.Trigger2.ProximityPrompt.Enabled = false
						character.IsInARobbery.Value = true
						for i,bombs in pairs(script.Parent.Parent.Bombs:GetChildren()) do
							bombs.BrickColor = BrickColor.new("Really red")
							bombs.Material = Enum.Material.SmoothPlastic
						end
						wait(5)
						local door = script.Parent.Parent.Parent.Door.Door
						door.Transparency = 1
						door.CanCollide = false
						local newdoor = door:Clone()
						newdoor.Name = "NewDoor"
						newdoor.Parent = script.Parent.Parent.Parent.Door
						newdoor.Transparency = 0
						newdoor.CanCollide = true
						newdoor.Position = newdoor.Position - Vector3.new(0,0,10)
						newdoor.Orientation = Vector3.new(0, 90, -45)
						newdoor.Anchored = false
						local explosion = Instance.new("Explosion", game.Workspace)
						explosion.Position = script.Parent.Parent.ExplosionPart.Position
						explosion.BlastPressure = 0
						explosion.BlastRadius = 12
						script.Parent.Parent.ExplosionPart.Sound:Play()
						for i,bombs in pairs(script.Parent.Parent.Bombs:GetChildren()) do
							bombs.BrickColor = BrickColor.new("New Yeller")
							bombs.Material = Enum.Material.ForceField
							bombs.Transparency = 1
						end
						wait(15)
						door.Transparency = 0
						door.CanCollide = true
						newdoor:Destroy()
						script.Parent.ProximityPrompt.Enabled = true
						for i,bombs in pairs(script.Parent.Parent.Bombs:GetChildren()) do
							bombs.BrickColor = BrickColor.new("New Yeller")
							bombs.Material = Enum.Material.ForceField
							bombs.Transparency = 0
						end
						script.Parent.Parent.Trigger2.Script.Disabled = false
						script.Parent.Parent.Trigger2.ProximityPrompt.Enabled = true
						db = true
					end
				end
			end
		end
	end
end)

1 answer

Basically, it won't fall itself. Also, recommend making it anchored in the script when finished so people cant push it.

It's like you have a huge brick it won't fall until someone pushes it.

I would try to weld the door and when it finishes just destroy all the welds then it will fall apart. You could try turning things around. Also, I could help more in DMS cancle5#0035

2 comments

0

The door is one big union that does not fall apart but is just one brick that falls out of it's place, i clone the door and it gets removed when the door respawns so it is fine if people push it.

0

ok

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