Making floating parts that goes up and down

Thanks for the help everyone, I appreciate it. However, I came up with my own solution.

server script:


		character.PrimaryPart.Touched:Connect(function(hitPart)
			if hitPart.Parent ~= folder then return end -- we want it to only touch apple
			hitPart:SetAttribute("Activate", true)
			
			task.wait(0.01)
			
			print("yes")
			
			hitPart.CFrame = CFrame.new(math.random(-100, 100), 2, math.random(-100, 100))
			
			hitPart:SetAttribute("Activate", false)
			
			--[[
			createPart(character)
			]]

			
			character:WaitForChild("Humanoid").WalkSpeed += 5
			
		end)

local script:

local CS = game:GetService("CollectionService")
local TS = game:GetService("TweenService")

local tweeningInfo = TweenInfo.new(
	3,
	Enum.EasingStyle.Linear,
	Enum.EasingDirection.InOut,
	-1,
	true,
	0
)


local function onAppleAdded(v)
	local tween = TS:Create(v, tweeningInfo, {CFrame = v.CFrame + v.CFrame.UpVector * 1.8})
	tween:Play()

	v:GetAttributeChangedSignal("Activate"):Connect(function()
		tween:Cancel()
		tween = TS:Create(v, tweeningInfo, {CFrame = v.CFrame + v.CFrame.UpVector * 1.8})
		tween:Play()

	end)
	
end


CS:GetInstanceAddedSignal("Apple"):Connect(onAppleAdded)


for i, v in CS:GetTagged("Apple") do
	onAppleAdded(v)
end

The apples won’t be tweening at the same height, but I think it is inevitable.

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