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!!
