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

1

if you put a print after script.CoreOverheatingSound:Play() will it print?

0

@BulletproofVast look again