Hi! So, I have a model I’m trying to tween across a path I set, and instead of tweening smoothly, it appears to be “snapping” to the paths. It’s really hard to explain it, it’s better if you just see it for yourself:
GIF
My Code
local BoatSpeed = 60
function PropelBoat(EndPoint)
local Distance = (VikingShip.PrimaryPart.Position - EndPoint.Position).Magnitude
local Goal = {}
Goal.CFrame = EndPoint.CFrame
local Tween = Lib.CreateTween(VikingShip.PrimaryPart, Distance/BoatSpeed, Goal)
Tween:Play()
Tween.Completed:Wait()
end
VikingBoat.Enable = function()
for i,v in pairs(VikingShip:GetDescendants()) do
if v:IsA('BasePart') and v ~= VikingShip.PrimaryPart then
SharedLib.Weld(VikingShip.PrimaryPart, v)
v.Anchored = false
end
end
while true do
wait(10)
PropelBoat(BoatPath.Stop1)
wait(10)
for i = 1, 16 do
local EndPoint = BoatPath:FindFirstChild(i)
if EndPoint then
PropelBoat(EndPoint)
end
end
PropelBoat(BoatPath.Stop2)
end
end
After review, I’m almost positive it has to do with this line in the code: Tween.Completed:Wait().
This is making the Tween stop along each “node” before continuing to the next node. I don’t want this to happen, but I’m pretty stumped on how I could fix it.