So I'm working on a project, and it involved a ton of strobe lights at certain parts of the music. I made it so when the music hits that part or goes above the part a little, the strobe light blinks. It works good, but when the strobes are going crazy and all that, the strobe won't blink even though the time is over the needed time. This is what it does.
Waiting... 34.606635874356| need 9.3627754284025
34 is what the music is at, 9 is when the strobe is supposed to blink. No errors, no warnings, etc. Here is the script that handles the strobe
function START() if doing == false then doing = true bck.STRT.BackgroundTransparency = 0.5 game.Lighting.TimeOfDay = "00:00:00" game.Lighting.GlobalShadows = false workspace.MUSIC.SoundId = bck.MUSIC.SoundId workspace.MUSIC:Play() local AM = 0 print('Set AM First Val') for i,v in pairs(bck.STORAGE:GetChildren()) do AM = AM + 1 end print(AM.. 'is how mcuh ok') for i = 1,AM,1 do repeat wait() local kl = ''.. workspace.MUSIC.TimePosition print('Waiting... '.. kl .. "| need ".. bck.STORAGE[i].Value) local ko = bck.STORAGE[i].Value until kl >= ko or kl == ko if bck.STORAGE[i].Type.Value == "Strobe" then Strobe() print('Strobe') elseif bck.STORAGE[i].Type.Value == "BottomStrobe" then BottomStrobe() print('BottomStrobe') elseif bck.STORAGE[i].Type.Value == "Wave" then Wave() print('DA WAVE') elseif bck.STORAGE[i].Type.Value == "Color1" then Color('ALL', bck.Color.Color1.Text) elseif bck.STORAGE[i].Type.Value == "Color2" then Color('ALL', bck.Color.Color2.Text) end print('Did strobe') end print('Done') workspace.MUSIC:Stop() doing = false bck.STRT.BackgroundTransparency = 0 game.Lighting.TimeOfDay = "05:00:00" game.Lighting.GlobalShadows = true end end
Help please!!