Door opening By himself when i start game

for specific cards you need to use tables but it should work if the hit.parent.name has “Card” spelt exactly in it

2 Likes
local AnimationService = game:GetService("TweenService")
local TweenInfor = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0)

local RepublicStorage = game:GetService("ReplicatedStorage")

local Dedector = script.Parent.Level_1
local Door1 = script.Parent.Door1
local Door2 = script.Parent.Door2

local Door1Position_Open = Door1.Position + Vector3.new(2, 0, 0)
local Door2Position_Open = Door2.Position - Vector3.new(2, 0, 0)

local DoorAnimation1 = TweenService:Create(Door1, TweenInfor, {Position = Door1Position_Open})
local DoorAnimation2 = TweenService:Create(Door2, TweenInfor, {Position = Door2Position_Open})

local Deceptrion = false

local validCards = {
    "Card_1", "Card_2", "Card_3", "Card_Chaos", "Card_4", "Card_5", "Card_Omni"
}

Dedector.Touched:Connect(function(hit)
    if not Deceptrion and table.find(validCards, hit.Parent.Name) then
        Deceptrion = true
        print("open")
        
        DoorAnimation1:Play()
        DoorAnimation2:Play()
        
        Dedector.Color = Color3.fromRGB(91, 255, 88)
        
        task.wait(2)
        
        Dedector.Color = Color3.fromRGB(255, 0, 0)
        DoorAnimation1:Play()
        DoorAnimation2:Play()
        
        task.wait(0.5)
        print("Doors closed.")
        
        Deceptrion = false
    end
end)
2 Likes

This is What i need. @juju_lebeIge @SelfDeclared Is this okei if i change Solution? which the closest one (for me)?

1 Like

You can keep the previous 1 its cool

2 Likes

Thank you @SelfDeclared @juju_lebeIge for helping me:D!

4 Likes

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.