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✓ ANSWER ACCEPTED

Why is this Opening Door script not working?

Door Script:

if game.Workspace.Game.Value == true then
    if open == false then
        for i = 1,100 do
           DoorB.CFrame  = DoorB.CFrame + Vector3.new(0, 14, 0)
            wait(0.1)
        end
        open = true
	end
end

Countdown Script:

if game.Players.NumPlayers <= 1 then
	script.Parent.Text = "You need 1 more player for the game to begin"
end

if game.Players.NumPlayers >= 2 then
	script.Parent.Text = "Welcome to Dark Zone"
	wait(2)
	script.Parent.Text = "Pick your team"
	wait(2)
	
	local time = 20 
	
	for i = 1, 20 do 
		wait(1) 
		time = time - 1
		script.Parent.Text = "You have "..tostring(time).." seconds to pick your team"
	end
	script.Parent.Text = ""
	
	local time = 10 
	
	for i = 1, 10 do 
		wait(1) 
		time = time - 1
		script.Parent.Text = "The game will begin in "..tostring(time).." "
	end
		game.Workspace.Game.Value = true
		script.Parent.Text = "Doors opening. Make your way to your bases"
end

I have this thing with a countdown, and when it hits 0 it set of a BoolValue to true and I want when the BoolValue (Game) = true then the door moves up 14 studs in height. How come this isn't work?

1 answer

✓ Accepted answer

It doesn't wait for Game.Value to be true, it just checks whether or not it is whenever the script first runs and then the script stops forever. Solution:

workspace.Game.Changed:connect(function()
	if workspace.Game.Value and not open then
		for i=1,100 do
			DoorB.CFrame=DoorB.CFrame+Vector3.new(0,14,0)
			wait(.1)
		end
		open = true
	end
end)

This tells the Changed event to listen for when workspace.Game.Value changes to true and then runs.

3 comments

0

testing now

0

the door isnt moving, just standing still?? I'll put in the countdown script

0

that would explain why it's just standing still then.

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