I thought the flip thing needs the boolvalue to be false
Or you can try to just play the tween, in the command bar, and not waiting for any remote events
oh uhm… I want the animation to fire when the gun’s localscript fires the event though…
But you can try to see if it works, and you like it, before adding it in
How do I use the command bar in a script btw? and thanks, I’ll try it later.
local tween = game:GetService(“TweenService”)
local info = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0)
local info1 = TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0)
local goal = {Position = script.Parent.Parent.Parent.Parts.Stuff.Flip1.Position}
local goal1 = {Position = script.Parent.Parent.Parent.Parts.Stuff.Stock1.Position}
local tween1 = tween:Create(script.Parent.Parent.Parent.Parts.Stuff.Flip, info, goal)
local tween2 = tween:Create(script.Parent.Parent.Parent.Parts.Stuff.Stock, info1, goal1)
tween1:Play()
tween2:Play()
script.Parent.Parent.Parent.Sounds.Flip:Play()
wait(1)
script.Parent.Parent.Parent.Values.Flipped.Value = true
-- this is for undoing if u want
a = game:GetService("ChangeHistoryService")
a:SetWaypoint("Tween Test")
Um maybe anchor some and see how it goes
It works anchored but I want it to work unanchored in the game itself
Your goal values should be dictionary classed CFrames. Also make sure you TweenInfo() parameters are in the right order.
Example of what I mean:
local goal = {CFrame = workspace.Part.CFrame}
I’ve already tried that… 30chars
Weld might be breaking it try using a joint instead