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Function only fires when the first string in the table is fired, but not the second or third?

Asked by
Galicate 106
5 years ago

Im trying to make a door that locks during a lockdown and only certain cards can open the door. But for some reason it only opens during a lockdown for a Tier 3 Administrator but none of the others.

local Clearances = {
    ["Tier 3 Administrator"] = true,
    ["Tier 2 Administrator"] = true,
    ["Tier 1 Administrator"] = true,
    ["Tier 3 Security"] = true,
    ["Tier 2 Security"] = true,
    ["Tier 1 Security"] = true,
    ["Armoury Access"] = true,
    ["Level 5"] = true,
    ["Level 4"] = true,
    ["Level 3"] = true,
    ["Level 2"] = true,
    ["Level 1"] = true,
}
local LockDownCards = {"Tier 3 Administrator","Tier 2 Administrator","Tier 1 Administrator"}
local DoorPart1 = script.Parent.Door
local DoorPart2 = script.Parent.Window
local StatusPart = script.Parent.StatusPart
local DoorIsBusy = false
local DoorIsOpen = false
local LockDown_Enabled = false
for i, value in pairs(LockDownCards) do
    print(LockDownCards[i])
end
function Activated(Part)
    if DoorIsOpen == false and DoorIsBusy == false and LockDown_Enabled == false and Clearances[Part.Parent.Name] then
        Open()
    elseif DoorIsBusy == false and DoorIsOpen == true and LockDown_Enabled == false and Clearances[Part.Parent.Name] then
        Close()
    elseif DoorIsBusy == false and LockDown_Enabled == true and Part.Parent.Name ~= LockDownCards[1 or 2 or 3] and Clearances[Part.Parent.Name] then
        LockDown()
    elseif DoorIsBusy == false and LockDown_Enabled == true and DoorIsOpen == false and Part.Parent.Name == LockDownCards[1 or 2 or 3] and Clearances[Part.Parent.Name] then
        Open()
    elseif DoorIsBusy == false and LockDown_Enabled == true and DoorIsOpen == true and Part.Parent.Name == LockDownCards[1 or 2 or 3] and Clearances[Part.Parent.Name] then
        Close()
    end
end

function Open()
    DoorIsBusy = true
    DoorPart1.DoorMove_Sound:Play()
    for i = 10, 50 do
        wait(0.01)
        DoorPart1.CFrame = DoorPart1.CFrame * CFrame.new(-0.1,0,0)
        DoorPart2.CFrame = DoorPart2.CFrame * CFrame.new(-0.1,0,0)
        StatusPart.CFrame = StatusPart.CFrame * CFrame.new(-0.1,0,0)
    end
    wait(1)
    StatusPart.SurfaceGui1.Open.Text = "[ OPEN ]"
    StatusPart.SurfaceGui1.Open.TextColor3 = Color3.new(0, 255, 0)
    StatusPart.SurfaceGui2.Open.Text = "[ OPEN ]"
    StatusPart.SurfaceGui2.Open.TextColor3 = Color3.new(0, 255, 0)
    DoorIsBusy = false
    DoorIsOpen = true
end

function Close()
    DoorIsBusy = true
    DoorPart1.DoorMove_Sound:Play()
    for i = 10, 50 do
        wait(0.01)
        DoorPart1.CFrame = DoorPart1.CFrame * CFrame.new(0.1,0,0)
        DoorPart2.CFrame = DoorPart2.CFrame * CFrame.new(0.1,0,0)
        StatusPart.CFrame = StatusPart.CFrame * CFrame.new(0.1,0,0)
    end
    wait(1)
    StatusPart.SurfaceGui1.Open.Text = "[ CLOSED ]"
    StatusPart.SurfaceGui1.Open.TextColor3 = Color3.new(255, 0, 0)
    StatusPart.SurfaceGui2.Open.Text = "[ CLOSED ]"
    StatusPart.SurfaceGui2.Open.TextColor3 = Color3.new(255, 0, 0)
    DoorIsBusy = false
    DoorIsOpen = false
end

function LockDown()
    if DoorIsOpen == false then
        DoorPart1.LockDown_Sound:Play()
        DoorIsBusy = true
        DoorPart1.DoorMove_Sound:Play()
        for i = 10, 25 do
            wait(0.01)
            DoorPart1.CFrame = DoorPart1.CFrame * CFrame.new(-0.1,0,0)
            DoorPart2.CFrame = DoorPart2.CFrame * CFrame.new(-0.1,0,0)
            StatusPart.CFrame = StatusPart.CFrame * CFrame.new(-0.1,0,0)
        end
        for i = 10, 25 do
            wait(0.01)
            DoorPart1.CFrame = DoorPart1.CFrame * CFrame.new(0.1,0,0)
            DoorPart2.CFrame = DoorPart2.CFrame * CFrame.new(0.1,0,0)
            StatusPart.CFrame = StatusPart.CFrame * CFrame.new(0.1,0,0)
        end
        wait(1)
        StatusPart.SurfaceGui1.Open.Text = "[ CLOSED ]"
        StatusPart.SurfaceGui1.Open.TextColor3 = Color3.new(255, 0, 0)
        StatusPart.SurfaceGui2.Open.Text = "[ CLOSED ]"
        StatusPart.SurfaceGui2.Open.TextColor3 = Color3.new(255, 0, 0)
        DoorIsBusy = false
    end
end

function LockDownActive()
    if workspace.SiteStats.LockDown.Value == true then
        LockDown_Enabled = true
        StatusPart.SurfaceGui1.Locked.Text = "[ LOCKED ]"
        StatusPart.SurfaceGui1.Locked.TextColor3 = Color3.new(255, 85, 0)
        StatusPart.SurfaceGui2.Locked.Text = "[ LOCKED ]"
        StatusPart.SurfaceGui2.Locked.TextColor3 = Color3.new(255, 85, 0)
        if DoorIsOpen == true and DoorIsBusy == false then
            print("Closing Door")
            Close()
        end
    elseif workspace.SiteStats.LockDown.Value == false then
        LockDown_Enabled = false
        StatusPart.SurfaceGui1.Locked.Text = "[ UNLOCKED ]"
        StatusPart.SurfaceGui1.Locked.TextColor3 = Color3.new(255, 255, 0)
        StatusPart.SurfaceGui2.Locked.Text = "[ UNLOCKED ]"
        StatusPart.SurfaceGui2.Locked.TextColor3 = Color3.new(255, 255, 0)
    end
end

script.Parent.CardReader1.Touched:Connect(Activated)
script.Parent.CardReader2.Touched:Connect(Activated)
workspace.SiteStats.LockDown.Changed:Connect(LockDownActive)

1 answer

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1
Answered by 5 years ago
Edited 5 years ago

For lines 30, 32 and 34, you cannot do LockDownCards[1 or 2 or 3] because the game will then have to choose the first option in the 1 or 2 or 3 part, which is 1. It would be the same as saying LockDownCards[1]. To read more about the or operator, click here. There is another way to check this, of course.

-- Added before the Activated function.
function checkForLockDownParent(Part) -- Check for whether the part belongs to one of these parents in LockDownCards.
    for i, cardName in pairs(LockDownCards) do
        if Part.Parent.Name == cardName then
            return true -- Stop the function and this will become the value true when called.
        end
    end
    return false -- Belongs to none, the value becomes false.
end

-- Below is Line 25 in your original code (in your question).
function Activated(Part)
    if DoorIsOpen == false and DoorIsBusy == false and LockDown_Enabled == false and Clearances[Part.Parent.Name] then
        Open()
    elseif DoorIsBusy == false and DoorIsOpen == true and LockDown_Enabled == false and Clearances[Part.Parent.Name] then
        Close()
    elseif DoorIsBusy == false and LockDown_Enabled == true and checkForLockDownParent(Part) == false and Clearances[Part.Parent.Name] then -- Notice that the "== false" is added behind checkForLockDownParent(Part) so the game checks whether the value returned is false.
        LockDown()
    elseif DoorIsBusy == false and LockDown_Enabled == true and DoorIsOpen == false and checkForLockDownParent(Part) and Clearances[Part.Parent.Name] then
        Open()
    elseif DoorIsBusy == false and LockDown_Enabled == true and DoorIsOpen == true and checkForLockDownParent(Part) and Clearances[Part.Parent.Name] then
        Close()
    end
end

-- Continues on...

I hope this will solve your problem. Comment if you have any questions. Thanks.

0
Thanks man, it worked perfectly. Galicate 106 — 5y
0
You are welcome. ;3 starlebVerse 685 — 5y
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