I want to make a mode where the door would get “destroyed” by making it fall, but I’ve run into an issue: the door tweens on the shortest path, not taking a “half-square” like path. I tried representing my issue:
It doesn’t drop like a normal door would, starting from the ground. Something like this:
I am using the following formula to tween the door:
local LeftDoorTweenRush = TweenService:Create(LeftDoor,TweenInfo.new(0.7,Enum.EasingStyle.Cubic,Enum.EasingDirection.Out),{CFrame = (LeftDoor.CFrame + -LeftDoor.CFrame.LookVector*2.7 - LeftDoor.CFrame.UpVector*2.8) * CFrame.Angles(math.rad(90),0,0)})
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Perhaps moving the pivot point to the bottom would work? Let me know the result
I don’t think that affects the CFrame. Also didn’t work, does the same thing.
What about adding some form of constraint, and then applying an impulse? Unless you don’t want to use physics.
Oh, I didn’t know you were cframes for that
Is there a reason you’re using cframe? If not you could use position and orientation and I think the pivot solution would work
Using CFrame is more reliable as position may break tweens, since the door I’m tweening has welded parts to it (the neon).
I don’t want to use physics on doors, not good on them, and also wouldn’t match the game mechanics