Yep, that’s true. CHARSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Then try to animate CFrame instead?
local goal = { CFrame= script.Parent.Parent.Parent.Parts.Stuff.Flip1.CFrame }
Still doesn’t work… CHARSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Hmmm, I wonder if the weld is what stops the tweening. I am not sure, everything seems right here.
Yeah, this could be a possibility… I’ll try to remove the weld, but is there a type of you know… Weld? That tweens could operate on?
Omg… It was the weld that was doing it!!!
No, tweens cannot do anything to weld nor is there something that behaves as a weld that you can tween.
Does lerping work on weld? CHAR!!!
That is weird because welded parts are supposed to be able to tween. Give me a min to check it.
What the… It works when anchored but when not anchored it doesn’t work?
I checked it, tweening welded parts works! There is something else there that breaks it.
Hmmmmm… Do you think I could send you the model and you could fix it for me?
It should work in both scenarios but when unanchored the part will also fall.
well when anchored and welded it works, but when unanchored and welded it doesn’t work…
It could be something from your other scripts? like other animations or something.
Maybe, I’ll try turning the animations off. But when it was anchored the animations were on and it worked, so I don’t know. I’ll see.
Nope, it’s not the animations… I’ll check my scripts.
I don’t see anything fishy… Do these seem weird to you?
Server:
wait(3)
script.Parent.Equipped:Connect(function(mnb)
script.Parent.Sounds.Equip:Play()
end)
script.Parent.RemoteEvents.Human.OnServerEvent:Connect(function(m)
script.Parent.Values.Canfire.Value = false
script.Parent.Values.Ammo.Value = script.Parent.Values.Ammo.Value - 1
script.Parent.Parts.Flash.MuzzleEffect.Transparency = NumberSequence.new(0)
script.Parent.Parts.Flash.SpotLight.Brightness = 5
script.Parent.Parts.Bolt.Transparency = 1
script.Parent.Parts.Bolt1.Transparency = 0
wait()
script.Parent.Parts.Flash.MuzzleEffect.Transparency = NumberSequence.new(1)
script.Parent.Parts.Flash.SpotLight.Brightness = 0
script.Parent.Sounds.Shoot:Play()
script.Parent.Sounds.Hit:Play()
script.Parent.Parts.Bolt.Transparency = 0
script.Parent.Parts.Bolt1.Transparency = 1
local c = script.Parent.Parts.Shell:Clone()
c.Parent = workspace
c.Transparency = 0
c:ClearAllChildren()
script.Parent.Values.Canfire.Value = true
wait(1)
c:Destroy()
end)
script.Parent.RemoteEvents.NotHuman.OnServerEvent:Connect(function()
script.Parent.Values.Canfire.Value = false
script.Parent.Values.Ammo.Value = script.Parent.Values.Ammo.Value - 1
script.Parent.Parts.Flash.MuzzleEffect.Transparency = NumberSequence.new(0)
script.Parent.Parts.Flash.SpotLight.Brightness = 5
script.Parent.Parts.Bolt.Transparency = 1
script.Parent.Parts.Bolt1.Transparency = 0
wait()
script.Parent.Parts.Flash.MuzzleEffect.Transparency = NumberSequence.new(1)
script.Parent.Parts.Flash.SpotLight.Brightness = 0
script.Parent.Sounds.Shoot:Play()
script.Parent.Sounds.Miss:Play()
script.Parent.Parts.Bolt.Transparency = 0
script.Parent.Parts.Bolt1.Transparency = 1
local c = script.Parent.Parts.Shell:Clone()
c.Parent = workspace
c.Transparency = 0
c:ClearAllChildren()
script.Parent.Values.Canfire.Value = true
wait(1)
c:Destroy()
end)
Local:
wait(3)
local plr = game.Players.LocalPlayer
local chr = plr.Character
local hum = chr:FindFirstChild(“Humanoid”)
local uis = game:GetService(“UserInputService”)
local cam = workspace.CurrentCamera
local RS = game:GetService(‘RunService’)
local sound = script.Parent.Sounds.Shoot
local shoot = hum:LoadAnimation(script.Parent.Animations.Shoot)
local reload = hum:LoadAnimation(script.Parent.Animations.Reload)
local idle = hum:LoadAnimation(script.Parent.Animations.Idle)
local flip = hum:LoadAnimation(script.Parent.Animations.Flip)
local mouse = plr:GetMouse()
local shell = script.Parent.Parts.Shell
local mouseDown = false
local canPlay = true
local canreload = true
shoot.Looped = false
reload.Looped = false
flip.Looped = false
local hello = true
local equipped = false
uis.InputBegan:Connect(function(input)
if script.Parent.Values.Flipped.Value == true then
if input.KeyCode == Enum.KeyCode.R then
if equipped == true then
if canreload == true then
canreload = false
reload:Play()
script.Parent.RemoteEvents.Reload:FireServer()
end
wait(2)
canreload = true
end
end
end
end)
RS.RenderStepped:Connect(function()
if sound.IsPlaying then
cam.FieldOfView = 70+((sound.PlaybackLoudness/1000)*3)
end
end)
script.Parent.Unequipped:Connect(function(etem)
equipped = false
idle:Stop()
reload:Stop()
shoot:Stop()
flip:Stop()
end)
mouse.Button1Down:Connect(function()
if script.Parent.Values.Flipped.Value == true then
mouseDown = true
end
end)
mouse.Button1Up:Connect(function()
mouseDown = false
end)
script.Parent.Equipped:Connect(function(mose)
equipped = true
if script.Parent.Values.Flipped.Value ~= true then
flip:Play()
script.Parent.RemoteEvents.Flip:FireServer()
end
wait(1.5)
idle:Play()
while wait(script.Parent.Values.RPM.Value/100000) do
if equipped == true then
if mouseDown then
if canPlay then
if script.Parent.Values.Ammo.Value > 0 then
if script.Parent.Values.Reloading.Value == true then
if mose.Target.Parent:FindFirstChild(“Humanoid”) then
local m = mose.Target.Parent:FindFirstChild(“Humanoid”)
canPlay = false
script.Parent.RemoteEvents.RayCastEvent:FireServer(script.Parent.Parts.BulHol.CFrame.Position, mose.Hit.Position)
script.Parent.RemoteEvents.Human:FireServer(m)
script.Parent.RemoteEvents.Damage:FireServer(mose.Target.Parent, script.Parent.Values.Damage.Value)
shoot:Play()
wait()
canPlay = true
else
canPlay = false
script.Parent.RemoteEvents.RayCastEvent:FireServer(script.Parent.Parts.BulHol.CFrame.Position, mose.Hit.Position)
script.Parent.RemoteEvents.NotHuman:FireServer()
shoot:Play()
wait()
canPlay = true
end
end
end
end
end
end
end
end)
srry for weird formatting
I’m going to try to lerp 30chars
Sure, try it. But you should know that the TweenService basically does linear interpolation (lerp) in the background.