Then that isn’t neccisary. Just delete the line of code, it stops itself when it is completed.
Tween.Completed:Connect(Tween.Destroy) -- tween.Destroy is a function and completed event will call it
There’s no need to go in all caps (i.e. yelling) at someone over code. We’re all hear to learn.
@p49p0 is correct about trying to destroy the Tween after use. From what I understand, they aren’t trying to stop the Tween after completion, they are trying to destroy it. So there’s a disconnect between what you both are talking about. Try and address that, clarify whatever isn’t being understood, and ensure they get what’s going on (if you’re confident that you have the better method) versus yelling.
Please stop picking fights. We can all see that WarriorAnt was replying to deleted posts of yours (if you click the arrow nothing will pop up because they are deleted posts)
Moreover, you’re sidetracking the thread. This is supposed to be a thread about the BoatTween module, and at this point you’re deviating it by picking fights.
Please stop.
The argument is done, you are sidetracking the thread more by resonding. Drop it already. We aren’t two here.
This may be a bug or it may be a error on my end, but I have noticed when you try to tween a frame using negative coordinates on the Y axis instead of tweening it, it’s position is just set to the requested position not tweened.
Edit:
The tween works when you request it to come down but not back up.
Here is the code I used
hubClose = BoatTween:Create(homeDisplay, {
Time = 2;
EasingStyle = "ExitExpressive";
EasingDirection = "Out";
Reverses = false;
DelayTime = 0;
RepeatCount = 0;
StepType = "Heartbeat";
Goal = {
Position = UDim2.new(0.5, 0, -0.5, 0)
}
}),
Found a bug when trying to use BoatTween to make UI changes.
Basically BoatTween gets weird when trying to tween the TextTransparency of a TextLabel (to create a fading effect). Not sure if this occurs with other instances, but this definitely seems like unintended behavior.
Here’s a test place to run the code (one version with BoatTween and the other with regular TweenService) which should illustrate the issue!
Boat Tween Bug.rbxl (46.7 KB)
EDIT: This bug seems to occur when Tween.Completed:Wait()
is called and the same instance is immediately tweened after.
It has been a long while since this project was created, sorry for reviving. I understand this project isn’t being maintained actively, but is this module still better to use in place of TweenService? Also, do you know where I could find graphs or some other visual representation of how your additional easing styles look?
Can we get an image of how they look?
Also how did you managed to require()
2 other modules inside the main one?
Just by doing it? You can require other modules inside other modules, what you can’t do, is have two modules require each other before they’re both finished requiring.
This might be useful.
How can I change the Time
value when Tween’s Reverses
value is set to true
?
is this module being maintained at all?
this is what I get with the example provided in the original post.
I tried other styles with similar result. One of them threw me a nil error from the module.
Maybe there is something that needs to be updated? Still, thank you for the this and the many other resources Boatbomber!
Is the part anchored? Looks like physics is interfering with the tween.
I’ve experienced an issue with Elastic, Back and Revback easing styles when using Boat Tween.
After testing back and forth between the regular tween service and boat tween, I realized that the boat tween values can’t exceed 1 compared to tween service which can.
The code I’m running to create said boat tween is:
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local BoatTweenService = require(game.ReplicatedStorage.BoatTween)
RandomY = math.random(6,6)
--local Info = TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out, 0, false, 0)
--local Tween = TweenService:Create(script.Parent, Info, { Value = RandomY })
--Tween:Play()
local Tween = BoatTweenService:Create(script.Parent, {
1,
"Back",
"Out",
0,
false,
0,
Goal = { Value = RandomY },
StepType = "RenderStepped"})
Tween:Play()
I don’t know if this was intended or if it’s a bug, seeing as I’ve only recently started using these specific easing styles.
Is it possible to make Example
you showed us into a script with a remote function?
like
tween:FireServer(part,4,"EntranceExpressive","In",true,1,3,"HeartBeat",Color = Color3.new(0.5,0.2,0.9)
and inside the server script it will already contain Tween:Play()
Is that possible? (x2)
There’s a bug with NumberRange
tweens. It can go from 0 to a higher number just fine, but when tweening down to zero, it will continue infinitely into very small fractional numbers and calling Destroy()
does not stop the tween. I hooked into a property changed signal for Speed
on a particle emitter to verify this.
Tweening on:
Tweening off:
As you can see, the numbers become incredibly small but never reach 0.
I was having the same issue. If you want to fix it, open the BoatTween module and remove the math.clamp on line 437, like so:
I’m sure there’s a reason why there’s a clamp, but I’m not sure what it is.