Hello, Currently, I'm making a lockdown door that depends on the "Lockdown" value in the "Settings" folder via workspace.
Code:
local Level = script.Parent.Clearance
local r=game:getService("RunService")
local DoorModel = script.Parent
local Door1 = DoorModel.Doors.Door1
local Door2 = DoorModel.Doors.Door2
local Sound = DoorModel.Sound_Folder.Sound_Thing
local ret = Door1.CFrame
local ret1 = Door2.CFrame
local look=Door1.CFrame.lookVector
local Inuse=false
function Open()
Sound.Lockdown:Play()
for i=0,math.pi*2,math.pi/31 do
r.Stepped:wait()
Door1.CFrame=ret+Vector3.new(-1.53,0,-1.53)*look-math.cos(i)*0.5*look
Door2.CFrame=ret1-Vector3.new(-1.53,0,-1.53)*look+math.cos(i)*0.5*look
end
end
while true do
wait(5)
if workspace.Settings.Lockdown.Value==true then
Open()
wait(5)
Sound.Lockdown:Stop()
wait(0.25)
script.Parent.System.Disabled=true
elseif workspace.Settings.Lockdown.Value==false then
Sound.Lockdown:Play()
Door1.Position= Vector3.new(3.023, 3.81, 0.05)
Door2.Position= Vector3.new(-3.25, 3.81, 0.05)
wait(5)
Sound.Lockdown:Stop()
wait(0.25)
script.Parent.System.Disabled=true
end
end
Any and all help is appreciated at great lengths.
Thank you, Rook
RookPvPz#8960

4 comments
Can you be more clear? What is the script that is being disabled? What does it do? What should it be doing? etc..
The script that is currently being ran
why don't you use a debounce instead of the disable feature, also if you are disabling anything then make sure its archivable is also off
Disabling scripts was never meant to be used in this way. It was just meant for debugging purposes. I'd recommend, as already stated, a debounce. Or, you could use events and disconnect them when they are no longer needed.