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✓ ANSWER ACCEPTED

parts flying all over the place when tweening the position and orientation at the same time?

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.

1 answer

✓ Accepted answer

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)

2 comments

0

ty man

0

OH LOL, I HAD THE TWEENS IN A LOOP LOL

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