Bumping if anyone wants to help, all help is appreciated.
They worked, the one in my post. It opened and closed the door, but I want it to stay open if the player is still in the tirgger box.
According to my knowledge, Touched
had already done that for you. It kinda just stays open when you’re still in that part.
But how do I make it close if the player is out of the hitbox?
TouchEnded
had done that for you, again. When you get out of the part, it closes.
i would use Zone+ then do something like
local ZoneM = require(path)
local NewZ = ZoneM.new(area) -- eg the hitbox surrounding the door
NewZ.playerEntered:Connect(function(player)
--Open door
end)
NewZ.playerExited:Connect(function(player)
--Close door
end)
Also… make your hit box taller, so that it will detect the player’s HumanoidRootPart
The script you sent me didn’t do that. It didn’t close again.
Already did, but changed nothing
Look to the code I posted on that link. The person had the same issue, detecting when entering and leaving a hit box
I think you need to determine if the issue is your detecting hitboxes correctly or if its a problem with the mechanic of the door opening and closing.
maybe use some print statements that print “Open” and “Close” to make sure the hitbox stuff works first. Then if it does, but doors not opening or closing properly, then work on the mechanic of the doors
Are you sure you’re going in the hitbox and then exiting the hitbox back and fourth (at a fast pace)? If so, must’ve been 2 tweens (in one part) are playing at the same time, which you know, break the tweens.
The script I’m using is the one you sent me. This is what happens in video:
And this is the script you gave me:
local model = script.Parent
local trigger_in = model.Trigger_In
local left = model.MainL
local right = model.MainR
local activated = false
local TweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(
model.Speed.Value, --Time
Enum.EasingStyle.Bounce, --Easing Style
Enum.EasingDirection.Out, --EasingDirection
0, --Repeat Count
false, --Reverse
0 --DelayTime
)
local function open(hitPart)
local player = game.Players:GetPlayerFromCharacter(hitPart.Parent)
if player and activated == false then
activated = true
local tweenL = TweenService:Create(left, tweenInfo, {Position = model.TargetL.Position})
local tweenR = TweenService:Create(right, tweenInfo, {Position = model.TargetR.Position})
tweenL:Play()
tweenR:Play()
tweenR.Completed:Wait()
end
end
local function close(hitPart)
local player = game.Players:GetPlayerFromCharacter(hitPart.Parent)
if player and activated == true then
activated = false
--Create the Tween closing animation by yourself.
end
end
trigger_in.Touched:Connect(open)
trigger_in.TouchEnded:Connect(close)
I forgot there’s a Completed
event in the function. Remove that.
Weird, if that’s the case, then I’ll try to do something.
As I said, put some print statements or breakpoints to make sure its getting into that ‘close’ funcion
…Are you sure that you made both closing tweens? Because I just took a glance and there isn’t any?
There isn’t a tween for closing, I’m not sure how to do that. The tween for opening goes to target L and Target R. How do I tween it to go back to its original position?
Well, make 2 parts and put both of them inside the doors. It should be getting you the original position. Then you can tween it using those 2 parts. Oh, make sure it is transparent and non-collidable. I mean, we wouldn’t like parts being visible and blocking the door entrance, right?
(PS: I thought CFrame was gonna work, but I guess not, since Position kind of overrides it.)
Here is from my own door’s code
local tweenInfo = TweenInfo.new(
1,
Enum.EasingStyle.Quart,
Enum.EasingDirection.Out,
0,
false,
0
)
local tweenOpenRight = game.TweenService:Create(motorRight,tweenInfo,{TargetAngle=100})
local tweenOpenLeft = game.TweenService:Create(motorLeft,tweenInfo,{TargetAngle=100})
local tweenCloseRight = game.TweenService:Create(motorRight,tweenInfo,{TargetAngle=0})
local tweenCloseLeft = game.TweenService:Create(motorLeft,tweenInfo,{TargetAngle=0})
tweenOpenRight:Play()
tweenOpenLeft:Play()
tweenOpenRight.Completed:Wait()
tweenCloseRight:Play()
tweenCloseLeft:Play()
tweenCloseRight.Completed:Wait()