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

1 comment
Yes, I checked in-game aswel