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CFrame animation for a fixed hinge turning point?

Asked by 6 years ago
Edited 6 years ago

Hey there, I think I'm really going to love your website, it seems like there's a lot of community help here, so I'm asking for help on here, and not the roblox developer forums because of stupid rules and practically no help.

I'm trying to achieve:

A door that opens when clicked, and closes on the second click, without looking like someone just teleported the door to 2 different points.

My entire code is as follows: (it's not too long)


local Door = game.Workspace:WaitForChild("Door") local Hinge = game.Workspace:WaitForChild("Hinge") local HingePos = Hinge.Position local Duration = 2 local OpenOrClosed = true Runfunction = true deg = 90 local function OnClick() if OpenOrClosed == true then --It's closed right now. open it right now: Do this. deg = 90*(tick() % Duration)/Duration while deg < 91 do deg = 90*(tick() % Duration)/Duration print(deg) Door.CFrame = CFrame.new(HingePos) * CFrame.Angles(0, math.rad(deg), 0) * CFrame.new(2.2, 0, 0) wait() if deg > 85 then deg = 90 and OpenOrClosed == false end end else if OpenOrClosed == false then --It's open right now, close it right now: Do this. while deg >0 do deg = -90*(tick() % Duration)/Duration print(deg) Door.CFrame = CFrame.new(HingePos) * CFrame.Angles(0, math.rad(deg), 0) * CFrame.new(2.2, 0, 0) wait() if deg <=5 then deg = 0 and OpenOrClosed == true Runfunction = false end end end end end game.Workspace.Door.ClickDetector.MouseClick:connect(OnClick)

The logic:

I have a couple of variables, door and hinge

hinge is equal to my workspace variant "Hinge" duration is just how long it takes (in seconds, ish)

deg is equal to 90 (number of degrees) and the amount of time it should take for those degrees to 'animate' (which is tick, duration/ duration)

I've printed deg to the log at this point

now where it actually happens:

door.cframe, the doors cframe is = to the hinge pos, times angle, math rad(which is deg), then I specify how far it should be away from the hinge while rotating.

then, to get out of the loop that would happen if I let the code run and run, I put in an if statement saying that if it's 89 with the variable isopen false, to set it to true. and if it's 179 when it's true, to set it to false.

then just a bunch of ending stuff and a click detector I plan to add in a GUI that shows up when you're looking at the door, later, once I get this actually working.

The problem:

in my output I get strange readings, and it (my door) jumps all over the place. It jumps to 50* in the first frame. I'll paste a small bit of my output below:

Door was opened 50.011413806194

50.825720864373

51.621655515722

52.447062569696

53.247103175601

54.053476694468

54.850339245152

55.682554760495

56.489670598829

57.335607425587

58.107074531349

58.921555570654

59.751375945839

60.543454015577

61.3487024565

62.166141174935

62.977792121269

63.776301693272

64.5997485599

65.39623995085

66.201784159686

67.030821619807

67.847361435761

68.660450626064

69.452221329148

70.279391391857

71.081235602095

71.881914138794

72.712215861759

73.516165243613

74.340313834113

75.162989384419

75.941044575459

76.772013226071

77.569142547814

78.371850864307

79.204466536238

79.999171720969

80.810434109456

81.636165928196

82.416680052474

83.24547973839

84.048443227201

84.845305777885

85.676291826609

86.471304377994

87.283367079657

88.107811438071

88.902748597635

89.736094990292

0.53571688162314

it resets, and that's not what I want!

I want it to get to the nearest it can to 90 (it's not always consistent. sometimes it'll go to 89, sometimes it'll go to 87, etc, depending on what I have duration set to {lower means faster, so the faster I go the more sporadic it is.})

I decided, I'd try and get it to open a full 180 degrees and have that stable before trying to figure out why it doesn't want to go back to 0, 0, 0.

Summary: I want the door to go to 90, not 89, not 87, not 86, 90, then allow a second click to close it the same way it opened.

LEGENDARY SCRIPTERS HELP ME PL0X

2 answers

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Answered by 6 years ago

Well there are two ways of doing this, welding the door parts together and then using 'for i = 1, #NumberHere do' and have it change the CFrame angles, or you can do the following:

Door:SetPrimaryPartCFrame(Door:GetPrimaryPartCFrame() * CFrame.Angles(0, math.rad(math.pi/2),0))


Hope this helps!

0
it didn't, not really, I've remade my script to make it a bit easier to read. zombie3an 0 — 6y
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Answered by
arshad145 392 Moderation Voter
6 years ago
local part = script.Parent 
local tween = game:GetService("TweenService")

local en = {}
en.Orientation = Vector3.new(0,90,-90)
local tweeninfo = TweenInfo.new(
                    5,
                    Enum.EasingStyle.Quad,
                    Enum.EasingDirection.Out,
                    0,
                    false,
                    0        
)

local open = tween:Create(part, tweeninfo, en)
wait()
open:Play()

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