My door system doesn’t work, the output doesn’t show errors.
My module script used to open the door:
local TweenService = game:GetService("TweenService")
local door = {}
function door.Open(doorModel)
doorModel:SetAttribute("Open", true)
local cframe = doorModel.Hinge.CFrame * CFrame.Angles(0, math.rad(100), 0)
local doorTween = TweenService:Create(doorModel.Hinge, TweenInfo.new(0.5), {CFrame = cframe})
doorTween:Play()
end
function door.New(roomModel)
local doorModel = workspace.Door:Clone()
doorModel:PivotTo(roomModel.Exit.CFrame)
doorModel:SetAttribute("Open", false)
doorModel.Sensor.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid and doorModel:GetAttribute("Open") == false then
door.Open(doorModel)
end
end)
doorModel.Parent = roomModel
return doorModel
end
return door
local room = require(script.Room)
local door = require(script.Room.Door)
local prevRoom = workspace.StartRoom
local firstDoor = door.New(prevRoom)
for i = 1, 1000 do
prevRoom = room.Generate(prevRoom)
end
The other module used to generate rooms:
local door = require(script.Door)
local room = {}
room.info = require(script.RoomInfo)
room.lastTurnDirection = nil
room.random = Random.new()
function room.GetRandom(prevRoom)
local totalRarity = 0
for i, info in pairs(room.info) do
totalRarity += info.Rarity
end
local randomRarity = room.random:NextNumber(0, totalRarity)
local currentRarity = 0
local randomRoom = nil
for i, info in pairs(room.info) do
currentRarity += info.Rarity
if randomRarity <= currentRarity then
randomRoom = workspace.Rooms[i]
break
end
end
local direction = room.info[randomRoom.Name]["Direction"]
if (prevRoom.Name == randomRoom.Name)
or (direction and direction == room.lastTurnDirection)
then
return room.GetRandom(prevRoom)
else
if direction then
room.lastTurnDirection = direction
end
return randomRoom
end
end
function room.Generate(prevRoom)
local randomRoom = room.GetRandom(prevRoom)
local newRoom = randomRoom:Clone()
newRoom.PrimaryPart = newRoom.Entrance
newRoom:PivotTo(prevRoom.Exit.CFrame)
local newDoor = door.New(newRoom)
newRoom.Parent = workspace.GeneratedRooms
return newRoom
end
return room
insert a script into the door module and set the script enabled to false from properties
then write this into the script:
local doorModel = script.Parent
local door = require(--//module that you want to add)
doorModel.Sensor.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid and doorModel:GetAttribute("Open") == false then
door.Open(doorModel)
end
end)