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why wont my meltdown script work, even there's no errors?

Asked by 3 years ago

somewhere in the meltdown script, it stopped just when it played an audio file. Heres the script

i don't believe there's any problem, maybe other scripts crashing it?

Can somebody tell me the problem? maybe it's because of tab indent that are unwanted? why does it still pass?

Please highlight the script error and tell me what do I replace it with, I keep on receiving unspecific solutions

while game.Workspace.Configuration.Meltdown.Value == true do
    --local event = game.ReplicatedStorage:WaitForChild("SendMessage")

    --event:FireAllClients()

    game.Workspace.Configuration.Meltdown.Value = true

    print("Meltdown Initated")
    local Text = game.StarterGui.t.system
    local Note = game.StarterGui.t.Note


    local EMSAlarm = game.ServerStorage.EmsAlarms:Clone()
    EMSAlarm.Parent = game.Workspace

    wait(3)
    --Text.Visible = true
    --Text.Event.Text = "MELTDOWN"
    --Text.InfText.Text = "Warning, core tempetures are significantly high. Please prepare for a meltdown."

    script.MeltdownIntroAnnouncement:Play()
    wait(9)
    --Text.Visible = false
    script.CoreOverheatingSound:Play() --this is where it stops
    workspace.Startup.Core.Main.Emitter.Enabled = true
    wait(3)

    script.Alarm:Play()
    script.Lights:Destroy()
    script.PowerFailureSound:Play()
    script.ExplosionFile1:Play()
    wait(8)
    script.bridge.fallsound:Play()


    wait(100)
    --Text.Visible = true
    --Text.Event.Text = "Shutdown"
    --Text.InfText.Text = "Attention staff, the choice to shutdown the core will expire in 5 minutes."
    --Text.InfText.Text = "This core will explode in 7 minutes."
    --Text.Visible = false
    script.song:Play()
    wait(300)
    script.Self_Destruct:Play()
    --Text.Visible = true
    --Text.InfText.Text = "Shutdown has expired, Evacuate NOW!"
    wait(9.3)
    game.ServerStorage.BlastDoors.Parent = game.Workspace
    script.Self_Destruct:Pause()
    --Text.Visible = false
    wait(8)
    script.song:Pause()
    wait(60)
    script.Final_moments:Play()
    wait(52)
    local ColorCorrection = game.ReplicatedStorage.ColorCorrection:Clone()
    ColorCorrection.Parent = game.Lighting

    local Blur = game.ReplicatedStorage.Blur:Clone()
    Blur.Parent = game.Lighting

    script.CoreExplosion:Play()
    script.RoaringNuke:Play()
    script.Nuke.Transparency = "0"
    print("Core exploded")

    --nuke
    local tweenservice = game:GetService("TweenService")

    local part = script.Nuke

    local target = Vector3.new(1100.2, 1100.2, 1100.2)

    part.Size = Vector3.new(30, 30, 30)

    local tweenInfo = TweenInfo.new(
        20, -- Time the tween takes
        Enum.EasingStyle.Linear, -- EasingStyle
        Enum.EasingDirection.In, -- EasingDirection
        0, -- How many times you want it to repeat
        false, -- Reverse
        0.1 -- Delay
    )

    local tween = tweenservice:Create(part, tweenInfo, {Size = target})

    tween:Play()
    wait(30)
    for i, v in pairs(game.Players:GetChildren()) do
        v:Kick("Meltdown has caused the facility to be unstablized. Thank you for playing.")
    end
end



1
if you put a print after script.CoreOverheatingSound:Play() will it print? BulletproofVast 1033 — 3y
0
@BulletproofVast look again Mister33j 86 — 3y

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