How do I solve this tween conflict problem?

I’m trying to make a part jump with a baunch in y axis, and at the same time move the part to a side which would be x, z axis.

My problem is when I want to combine these 2 movments. As of right now the side movment cancels out the y movment going up, while the y movment for the bouncing back part pulls the part back to it’s center. Here is a video illustrating how I want that one part to move.
https://gyazo.com/59a01baaf494824ca5d60516a094c5af

Here is my current code:

local TweenService = game:GetService("TweenService")
local Tnt = script.Parent

local tweenInfoUp = TweenInfo.new(
	0.3, Enum.EasingStyle.Circular, Enum.EasingDirection.Out, 0, false, 0 
)
local tweenInfoDown = TweenInfo.new(
	0.8, Enum.EasingStyle.Bounce, Enum.EasingDirection.Out, 0, false, 0
)

local tweenInfoSide = TweenInfo.new(
	1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0
)

local NewPositionUp = Tnt.Position + Vector3.new(0, 0.5, 0)
local NewPositionDown = Tnt.Position + Vector3.new(0, 0, 0)
local NewPositionSide = Tnt.Position + Vector3.new(0.5, 0, 0.5)

local tweenUp = TweenService:Create(Tnt, tweenInfoUp, {Position = NewPositionUp})
local tweenDown = TweenService:Create(Tnt, tweenInfoDown, {Position = NewPositionDown})
local tweenSide = TweenService:Create(Tnt, tweenInfoSide, {Position = NewPositionSide})

wait(1)

tweenSide:Play()
tweenUp:Play()
wait(0.3)
tweenDown:Play()

Is this possible to do using tweening or is there alternative ways of achieving this that does not include usage of tweens?

I believe this would be an easy fix, it’s not working since you are trying to tween the position of the part twice at the exact same time, which will always make one have priority over the other. I believe this could be fixed by tweening the CFrame of the part for the “bounce” effect, and tweening the position of the part for the actual movement itself.

1 Like

hmm you’re right, I didn’t think about that, I will try it, thank you!