Greetings,
So I've been making a tweening script for a pressurized blast door which first depressurizes, then it opens. The thing is, it seems to work while I'm testing in studio, but when I join in-game, it doesn't even print anything. Is there a reason why it does that?
local TweenService = game:GetService("TweenService") local TweeningInfo = TweenInfo.new( 1, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, 0 ) local Debounce = false local Model = script.Parent.Parent local Up = Model:WaitForChild("PressurisedDoorUp") local Down = Model:WaitForChild("PressurisedDoorDown") local Left = Model:WaitForChild("PressurisedDoorDecouplersLeft") local Right = Model:WaitForChild("PressurisedDoorDecouplersRight") local UpOpen = {CFrame = CFrame.new(51.903,20.667,-0.961) * CFrame.fromEulerAnglesYXZ(math.rad(-90),math.rad(0),math.rad(0))} local DownOpen = {CFrame = CFrame.new(51.903,-2.483,-0.961) * CFrame.fromEulerAnglesYXZ(math.rad(90),math.rad(0),math.rad(0))} local LeftOpen = {CFrame = CFrame.new(51.928,8.334,-20.036) * CFrame.fromEulerAnglesYXZ(math.rad(-17.5),math.rad(180),math.rad(0))} local RightOpen = {CFrame = CFrame.new(51.928,8.334,18.064) * CFrame.fromEulerAnglesYXZ(math.rad(-17.5),math.rad(0),math.rad(0))} local UpClosed = {CFrame = CFrame.new(51.903,13.042,-0.961) * CFrame.fromEulerAnglesYXZ(math.rad(-90),math.rad(0),math.rad(0))} local DownClosed = {CFrame = CFrame.new(51.903,5.167,-0.961) *CFrame.fromEulerAnglesYXZ(math.rad(90),math.rad(0),math.rad(0))} local LeftClosed = {CFrame = CFrame.new(51.928,8.334,-14.336) * CFrame.fromEulerAnglesYXZ(math.rad(-17.5),math.rad(180),math.rad(0))} local RightClosed = {CFrame = CFrame.new(51.928,8.334,12.439) * CFrame.fromEulerAnglesYXZ(math.rad(-17.5),math.rad(0),math.rad(0))} local TweenUpClosed = TweenService:Create(Up,TweeningInfo,UpClosed) local TweenDownClosed = TweenService:Create(Down,TweeningInfo,DownClosed) local TweenLeftClosed = TweenService:Create(Left,TweeningInfo,LeftClosed) local TweenRightClosed = TweenService:Create(Right,TweeningInfo,RightClosed) local TweenUpOpen = TweenService:Create(Up,TweeningInfo,UpOpen) local TweenDownOpen = TweenService:Create(Down,TweeningInfo,DownOpen) local TweenLeftOpen = TweenService:Create(Left,TweeningInfo,LeftOpen) local TweenRightOpen = TweenService:Create(Right,TweeningInfo,RightOpen) script.Parent.Touched:Connect(function(Hit) if not Debounce then print("Works") Debounce = true if Hit.Parent:FindFirstChild("Humanoid") then Depressurizing() wait(2) Model.Depressurizing.Slide:Play() TweenLeftOpen:Play() TweenRightOpen:Play() Model.Depressurizing.Slide:Stop() wait(2) Model.Depressurizing.Slide:Play() TweenUpOpen:Play() TweenDownOpen:Play() Model.Depressurizing.Slide:Stop() wait(10) Model.Depressurizing.Slide:Play() TweenUpClosed:Play() TweenDownClosed:Play() Model.Depressurizing.Slide:Stop() wait(2) Model.Depressurizing.Slide:Play() TweenLeftClosed:Play() TweenRightClosed:Play() Model.Depressurizing.Slide:Stop() end Debounce = false end end) function Depressurizing() local Depressure = Model:WaitForChild("Depressurizing") for i,v in pairs(Depressure:GetChildren()) do if v.Name == "ParticleEmitter" then v.Enabled = true end end Depressure.Pressure:Play() wait(3) for i,v in pairs(Depressure:GetChildren()) do if v.Name == "ParticleEmitter" then v.Enabled = false end end Depressure.Pressure:Stop() end
This is the door's hierarchy: Hierarchy