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I removed a card from the script, yet the door is still able to be opened. Help?

Asked by 1 year ago

I made multiple cards and multiple doors for different levels, but when I remove "L1" from the script, it's still able to be used, but the light still turns red.

if plr.Character:FindFirstChild("L1") or plr.Character:FindFirstChild("L2") or plr.Character:FindFirstChild("L3") then

first door

if plr.Character:FindFirstChild("L2") or plr.Character:FindFirstChild("L3") then

second door

Full Script:

local TweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0)
local ProximityPromptService = game:GetService("ProximityPromptService")

ProximityPromptService.PromptTriggered:Connect(function(prompt, plr)
    if  prompt.Name == "keycardDoor" then
        local sensor = prompt.Parent.Parent
        local door = sensor.Parent.door
        local Border = sensor.Parent.door.Border
        local Symbol = sensor.Parent.door.Symbol
        if plr.Character:FindFirstChild("L1") or plr.Character:FindFirstChild("L2") or plr.Character:FindFirstChild("L3") then
            sensor.light.BrickColor = BrickColor.new("Lime green")

            TweenService:Create(door.PrimaryPart, TweenInfo.new(2), {Position = door.PrimaryPart.CFrame * Vector3.new(5.1,0,0)}):Play()
            TweenService:Create(Border, TweenInfo.new(2), {Position = Border.CFrame * Vector3.new(0,5.1,0)}):Play()
            TweenService:Create(Symbol, TweenInfo.new(2), {Position = Symbol.CFrame * Vector3.new(5.1,0,0)}):Play()

            wait (3)

            TweenService:Create(door.PrimaryPart, TweenInfo.new(2), {Position = door.PrimaryPart.CFrame * Vector3.new(-5.1,0,0)}):Play()
            TweenService:Create(Border, TweenInfo.new(2), {Position = Border.CFrame * Vector3.new(0,-5.1,0)}):Play()
            TweenService:Create(Symbol, TweenInfo.new(2), {Position = Symbol.CFrame * Vector3.new(-5.1,0,0)}):Play()

            sensor.light.BrickColor = BrickColor.new("Bright red")
        else
            sensor.light.BrickColor = BrickColor.new("Bright red")
            wait(1)
            sensor.light.BrickColor = BrickColor.new("Bright red")
        end
    end
end)

1 answer

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Answered by 1 year ago

It seems like you want to disable the door when the "L1" card is removed from the script. To do that, you can simply remove "L1" from the condition in line 11.

For example, if you only want the door to be opened with the "L2" and "L3" cards, you can change line 11 to:

```lua
if plr.Character:FindFirstChild("L2") or plr.Character:FindFirstChild("L3") then
```

Now the door should not open when the player has the "L1" card in their character. The light will still turn red, as it's set to do so in lines 26-28. If you want to change the light's behavior, you can modify those lines accordingly.

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