as seen by this video here, The pins are flying all over the place when I tween the rotation and position at the same time. Why is this happening? Here is my code.
tweenmodule = require(game.ReplicatedStorage.TMmoduleV2) db = false local ts = game:GetService("TweenService") eg = {} eg.Position = Vector3.new(41.413, 10.676, 164.464) eg.Orientation = Vector3.new(0,90,0) local eg1 = {} eg1.Position = Vector3.new(43.331, 10.676, 157.219) eg1.Orientation = Vector3.new(0,90,0) local eg2 = {} eg2.Position = Vector3.new(45.215, 10.676, 164.464) eg2.Orientation = Vector3.new(0,90,0) local eg3 = {} eg3.Position = Vector3.new(45.219, 10.676, 159.899) eg3.Orientation = Vector3.new(0,90,0) local eg4 = {} eg4.Position = Vector3.new(46.937, 10.676, 162.233) eg4.Orientation = Vector3.new(0,90,0) local eg5 = {} eg5.Position = Vector3.new(41.303, 10.676, 159.899) eg5.Orientation = Vector3.new(0,90,0) local eg6 = {} eg6.Position = Vector3.new(37.991, 10.676, 164.464) eg6.Orientation = Vector3.new(0,90,0) local eg7 = {} eg7.Position = Vector3.new(48.437, 10.676, 164.464) eg7.Orientation = Vector3.new(0,90,0) local eg8 = {} eg8.Position = Vector3.new(43.326, 10.676, 162.233) eg8.Orientation = Vector3.new(0,90,0) local eg9 = {} eg9.Position = Vector3.new(39.646, 10.676, 162.233) eg9.Orientation = Vector3.new(0,90,0) local Tweeninfo = TweenInfo.new(1.5, Enum.EasingStyle.Linear) wait(1) t1 = tweenmodule.TweenModulePosition(script.Parent.Model,TweenInfo.new(1.5,Enum.EasingStyle.Linear),Vector3.new(43.178, 5.643, 161.958)) wait(1.5) d = script.Parent.Model:GetChildren() for i,v in pairs(d) do v.Anchored = false end game.Workspace.TouchPart.Touched:Connect(function(hit) if hit.Name == "Rekt" then if db == false then db = true wait(1) for i,v in pairs(d) do v.Anchored = true v.CanCollide = false wait(1) local t1 = ts:Create(script.Parent.Model.Pin1, Tweeninfo, eg) local t2 = ts:Create(script.Parent.Model.Pin2, Tweeninfo, eg1) local t3 = ts:Create(script.Parent.Model.Pin3, Tweeninfo, eg2) local t4 = ts:Create(script.Parent.Model.Pin4, Tweeninfo, eg3) local t5 = ts:Create(script.Parent.Model.Pin5, Tweeninfo, eg4) local t6 = ts:Create(script.Parent.Model.Pin6, Tweeninfo, eg5) local t7 = ts:Create(script.Parent.Model.Pin7, Tweeninfo, eg6) local t8 = ts:Create(script.Parent.Model.Pin8, Tweeninfo, eg7) local t9 = ts:Create(script.Parent.Model.Pin9, Tweeninfo, eg8) local t10 = ts:Create(script.Parent.Model.Pin10, Tweeninfo, eg9) t1:Play() t2:Play() t3:Play() t4:Play() t5:Play() t6:Play() t7:Play() t8:Play() t9:Play() t10:Play() end end end end)
after the line that detects if the touchpart was touched is where it is happening.
See if this fixes the issue:
game.Workspace.TouchPart.Touched:Connect(function(hit) if hit.Name == "Rekt" then if db == false then db = true wait(1) for i,v in pairs(d) do v.Anchored = true v.CanCollide = false end wait(1) local t1 = ts:Create(script.Parent.Model.Pin1, Tweeninfo, eg) local t2 = ts:Create(script.Parent.Model.Pin2, Tweeninfo, eg1) local t3 = ts:Create(script.Parent.Model.Pin3, Tweeninfo, eg2) local t4 = ts:Create(script.Parent.Model.Pin4, Tweeninfo, eg3) local t5 = ts:Create(script.Parent.Model.Pin5, Tweeninfo, eg4) local t6 = ts:Create(script.Parent.Model.Pin6, Tweeninfo, eg5) local t7 = ts:Create(script.Parent.Model.Pin7, Tweeninfo, eg6) local t8 = ts:Create(script.Parent.Model.Pin8, Tweeninfo, eg7) local t9 = ts:Create(script.Parent.Model.Pin9, Tweeninfo, eg8) local t10 = ts:Create(script.Parent.Model.Pin10, Tweeninfo, eg9) t1:Play() t2:Play() t3:Play() t4:Play() t5:Play() t6:Play() t7:Play() t8:Play() t9:Play() t10:Play() end end end)