im changing a crushing wall script for my Deathrun 2 map (dont mind the strings Wsly wrote them) and it moves kinds tilted, how do i make it move in 1 direction straight?
-- Waiting Animation
Decal = script.Parent.Decal
Locked = game.Workspace.Data.Images.WaitTimers.Locked.Value
ClockA = game.Workspace.Data.Images.WaitTimers.ClockA.Value
ClockB = game.Workspace.Data.Images.WaitTimers.ClockB.Value
ClockC = game.Workspace.Data.Images.WaitTimers.ClockC.Value
ClockD = game.Workspace.Data.Images.WaitTimers.ClockD.Value
Duration = 6 -- Duration of the clock animation in seconds
Platform = script.Parent.Parent.Parent.Platform
function Activate() -- Trap wordt geactiveerd
if script.Parent.BrickColor == BrickColor.new("Camo") then
script.Parent.BrickColor = BrickColor.new("Deep orange") -- Check of trap al geactiveerd is
for i = 1, 10 do
wait(0.025)
Platform.CFrame = Platform.CFrame + Vector3.new(-1, 0, 0)
end
wait(3)
for i = 1, 10 do
wait(0.025)
Platform.CFrame = Platform.CFrame + Vector3.new(1, 0, 0)
end
script.Parent.BrickColor = BrickColor.new("Bright red") -- Button wordt rood, cooldown begint
for i = 1,Duration do -- Cooldown animatie
Decal.Texture = ClockA
wait(0.25)
Decal.Texture = ClockB
wait(0.25)
Decal.Texture = ClockC
wait(0.25)
Decal.Texture = ClockD
wait(0.25)
end -- Einde cooldown animatie
Decal.Texture = ""
script.Parent.BrickColor = BrickColor.new("Camo") -- Reset van cooldown, Trap kan weer geactiveerd worden
end
end
script.Parent.ClickDetector.MouseClick:connect(Activate)

2 comments
You forgot the parentheses that closed the first set, but thanks
doesnt work