Hi, I’m trying to make a projectile that charges before being launched, however, the object that I have is meant to spin while charging. The issue is that I’m using TweenService to keep the object in the correct position but if I want to increase the the tween speed then it stops spinning.
I have connections later so the while is so that they don’t interfere.
This is what the issue looks like:
connection = RunService.Heartbeat:Connect(function()
Tweening = true
TweenService:Create(Target,TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut),{CFrame = arg[4].CFrame}):Play()
TweenService:Create(Sphere,TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut),{CFrame = Target.CFrame * CFrame.new(-2,-0.05,-0.3)}):Play()
TweenService:Create(Neon,TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut),{CFrame = Target.CFrame * CFrame.new(-2,-0.05,-0.3)}):Play()
if Tweening == true then
task.delay(0.2, function()
Tweening = false
end)
end
while Tweening == true do
Outeredge.CFrame = Outeredge.CFrame * CFrame.Angles(0, math.rad(5),0)
TweenService:Create(Outeredge,TweenInfo.new(0.05, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut),{CFrame = Target.CFrame * CFrame.new(-2,-0.05,-0.3)}):Play() - if the tween info is 0 it doesn't spin
task.wait()
Outeredge.CFrame = Outeredge.CFrame
end
end)
I noticed before that tweeninfo seems to impact the spinning so I tried to create a coroutine with a tween that did basically nothing, from every where i’ve checked there hasn’t been any answer ti this issue. I’m also quite new to programming so that makes this even more confusing