I'm trying to make an intro sequence with a lot of stuff going on. Here is the script I am using:

-- Locale
local volume = script.Parent
local debounce = false

-- Functions
volume.Touched:connect(function(t)
	if debounce == false then
		debounce = true
		print("Touched!")
		wait(2)
		if t.Parent.Humanoid ~= nil then
			t.Parent.Torso.CFrame = script.Parent.Parent.StandPoint.CFrame
			print(t.Parent)
		end
		t.parent.Torso.Anchored = true
		for i = 0,-2.3,-0.005 do
			game.Workspace.Hotline:TranslateBy(Vector3.new(0,0,i))
			wait()
		end
		game.Soundscape.spookySong:Stop()
		game.Workspace.Hotline.SoundHandle.Moving:Stop()
		wait(0.5)
		t.parent.Torso.Anchored = false
		wait(3.5)
		game.Soundscape.Song2:Play()
		wait(999999999999999999)
		debounce = false
	end
end)

This script works perfectly and as intended in Roblox Studio. But whenever I try to test it outside of studio, it fails to:

  • Teleport the player
  • And alter any sort of sounds using the Play() and Stop() events

Why?? Is there something I'm doing wrong? Is it an engine bug?

2 comments

1

Go into Roblox Studio and click on the "Test" tab. From there, press the "Start" button and then tell us what errors pop up when you do that.

0

@cfiredog No errors happen with the script runs, or when the game starts (related to it, at least. Two errors are something for a model and an asset failed to load somewhere else.) Other scripts run from the t.Parent method just fine on normal Roblox, so it's not a parent problem...