Thank You, it works! Also one last question I’m trying to make it tween the head after the eyes “glow-up or awaken” but I’m not sure how to do it
local Summon_Blaster = Summon_Gaster_Blaster.OnServerEvent:Connect(function(player)
Fire_Beam = coroutine.create(function()
local Gaster_Blaster_Clone = Gaster_Blaster:Clone()
local Gaster_Blaster_Head_Clone = Gaster_Blaster_Clone.Head
Gaster_Blaster_Clone.Parent = game.Workspace
Gaster_Blaster_Clone:PivotTo(CFrame.new(Head.Position))
Awaken:Play()
for i, Eye in Gaster_Blaster_Head_Clone.Eyes:GetChildren() do
TweenService:Create(Eye, TweenInfo.new(Awaken.TimeLength, Enum.EasingStyle.Linear), {Transparency = 0}):Play()
end
TweenService:Create(Gaster_Blaster_Clone.Head, TweenInfo.new(1, Enum.EasingStyle.Linear), {CFrame = Gaster_Blaster_Clone.Head.CFrame * CFrame.Angles(math.rad(25), 0, 0)}):Play()
local Laser = Instance.new("Part")
Laser.Name = "Gaster_Laser"
Laser.Anchored = true
Laser.Position = Charge_Up_Position.WorldCFrame.Position
Laser.Material = Enum.Material.Neon
Laser.Color = Color3.fromRGB(255, 255, 255)
Laser.Size = Vector3.new(0.1, 0.1, 0.1)
Laser.CanCollide = false
Laser.CastShadow = false
Laser.Parent = game.Workspace
Charge_Up:Play()
local Charge_Beam = TweenService:Create(Laser, TweenInfo.new(Charge_Up.TimeLength, Enum.EasingStyle.Linear), {Size = Vector3.new(4, 4, 4)})
Charge_Beam:Play()
Charge_Beam.Completed:Wait()
Laser.Size = Vector3.new(4, 4, MAX_RANGE)
end)
coroutine.resume(Fire_Beam)
end)