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Door continues to open even if player is not near?

Asked by 8 years ago

So, I'm trying to make it so when a player is near a door, it opens, and when no-one is around, it is closed, but it's not working and it gets moved up (which is not in any script) and keeps opening even if its reached its max. So, whats wrong?

local sp = script.Parent
local trigger = sp.trigger
local left = sp.left
local right = sp.right
local openOrClosed = sp.openOrClosed

local leftPosClosedX = 4.28
local leftPosOpenX = 10.28
local rightPosClosedX = -1.26
local rightPosOpenX = -7.26

trigger.Touched:connect(function(hit)
    openOrClosed.Value = true
end)

trigger.TouchEnded:connect(function(hit)
    openOrClosed.Value = false
end)

while wait(0.1) do
    if openOrClosed.Value == false then
        if right.Position.X ~= rightPosClosedX and left.Position.X ~= leftPosClosedX then
            repeat
                left.Position = Vector3.new(left.Position.X - 0.1, left.Position.Y, left.Position.Z)    
                right.Position = Vector3.new(right.Position.X + 0.1, right.Position.Y, right.Position.Z)
                wait(0.1)
            until
            right.Position.X == rightPosClosedX and left.Position.X == leftPosClosedX
        end
    elseif openOrClosed.Value == true then
        if right.Position.X ~= rightPosOpenX and left.Position.X ~= leftPosOpenX then
            repeat
                left.Position = Vector3.new(left.Positon.X + 0.1, left.Position.Y, left.Positon.Z)
                right.Position = Vector3.new(right.Position.X - 0.1, right.Position.Y, right.Position.Z)
                wait(0.1)
            until
            right.Position.X == rightPosOpenX and left.Position.X == leftPosOpenX
        end
    end
end

1 answer

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Answered by 8 years ago
Edited 8 years ago

You can use the Magnitude like me and make your Door work.

Today I created something similar to this but did otherwise.

I created two doors, one open and one closed, used magnitude for when I get the block the Closed Door model Stay invisible and Opened Door stay Visible, the version and more simplificated that his and which does not need a lot of work and moreover you you can leave her with many details.

The Script:

IntPart = script.Parent.Interact
Children = script.Parent.Parent.Door:GetChildren()
Children2 = script.Parent.Parent.OpenedDoor:GetChildren()

while wait() do
    for i,v in pairs(game.Players:GetChildren()) do
        if (v.Character.Torso.Position - IntPart.Position).magnitude <= 10 then
            v.PlayerGui.IntGuis[IntPart.Type.Value].Visible = true
            script.Key.Disabled = false

            for i = 1,#Children do
                if Children[i].ClassName == "Part" then
                    Children[i].Transparency = 1
                end
            end
            for i = 1,#Children2 do
                if Children2[i].ClassName == "Part" or Children2[i].ClassName == "UnionOperation" then
                    Children2[i].Transparency = 0
                end
            end
        else
            v.PlayerGui.IntGuis[IntPart.Type.Value].Visible = false
            script.Key.Disabled = true

            for i = 1,#Children do
                if Children[i].ClassName == "Part" then
                    Children[i].Transparency = 0
                end
            end
            for i = 1,#Children2 do
                if Children2[i].ClassName == "Part" or Children2[i].ClassName == "UnionOperation" then
                    Children2[i].Transparency = 1
                end
            end
        end
    end
end

This is your script, see if it works

local sp = script.Parent
local trigger = sp.trigger
local left = sp.left
local right = sp.right
local openOrClosed = sp.openOrClosed

local leftPosClosedX = 4.28
local leftPosOpenX = 10.28
local rightPosClosedX = -1.26
local rightPosOpenX = -7.26

while wait() do
    for i,v in pairs(game.Players:GetChildren()) do
        if (v.Character.Torso.Position - trigger.Position).magnitude <= 10 then
            if right.Position.X ~= rightPosClosedX and left.Position.X ~= leftPosClosedX then
                repeat
                        left.Position = Vector3.new(left.Position.X - 0.1, left.Position.Y, left.Position.Z)    
                        right.Position = Vector3.new(right.Position.X + 0.1, right.Position.Y, right.Position.Z)
                   wait(0.1)
                until
                right.Position.X == rightPosClosedX and left.Position.X == leftPosClosedX
            end
        else
            if right.Position.X ~= rightPosOpenX and left.Position.X ~= leftPosOpenX then
                repeat
                    left.Position = Vector3.new(left.Positon.X + 0.1, left.Position.Y, left.Positon.Z)
                    right.Position = Vector3.new(right.Position.X - 0.1, right.Position.Y, right.Position.Z)
                    wait(0.1)
                until
                right.Position.X == rightPosOpenX and left.Position.X == leftPosOpenX
            end
        end
    end
end

If it dont worked let me take a little longer to fix.

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