How do you override tweens?
This is something GUI objects have but regular tweens don’t
Unless I’m missing something
How do you override tweens?
This is something GUI objects have but regular tweens don’t
Unless I’m missing something
I don’t think you can override tweens, but you can pause them and then start another. To do this, you’ll obviously need to keep track off each tween, however if you do then you can simply just :Pause()
them.
You could use a module to handle all of the tweening and stuff, as so you can easily keep track of them.
I’ve done that, it’s just that it’s too tedious imo
Well, there isn’t many other ways around it.
Plus, the other ways would be a LOT more tedious, so I guess just stick with that for now. Also, modules are cool, don’t be hating.
You can override tweens and they over ride each other as long as you :Create
them again, like this for example:
local TweenService = game:GetService("TweenService")
local Part = game.Workspace.Part
local tweenInfo = TweenInfo.new(3, Enum.EasingStyle.Cubic, Enum.EasingDirection.In)
local CurrentTween
While true do -- using a while loop just for an example
wait(1)
CurrentTween = TweenService:Create(Part, tweenInfo , {Position = Vector3.new(Part.Position.X + 25,Part.Position.Y,Part.Position.Z )}) --- Creating a new tween and it will override our previous one
newtween:Play() --our new tween will be played
end
Technically, if you tween something right after you tween another thing(like at the same time), the one that’s came last overrides the first
Multiple tweens can be played on the same object at the same time, but they must not be animating the same property. If two tweens attempt to modify the same property, the initial tween will be cancelled and overwritten by the most recent tween.