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

2 comments
if you put a print after script.CoreOverheatingSound:Play() will it print?
@BulletproofVast look again