I have already messed with the Weld Constraints and made them work but now these are not. I wanted the yellow lists to follow the gate but instead they just stand still.
And Yes, the yellow blocks are not anchored and the gate is anchored.
Images:
Script:
Script doesn’t mess with the Welds so it would be useless but in case someone needs it here it is.
local Prompt = script.Parent
local Reader = script.Parent.Parent.Parent.CardReader
local Door = script.Parent.Parent.Parent.Door
local TemplDoor = script.Parent.Parent.Parent.TemplDoor
local Bool = script.Parent.Parent.Parent.Working
local Red = Reader.Red
local Green = Reader.Green
local SoundRefuse = Reader.Refused
local SoundAccepted = Reader.Accepted
local SoundOpening = Door.Opening
local TX = TemplDoor.Position.X
local TY = TemplDoor.Position.Y
local TZ = TemplDoor.Position.Z
local DX = Door.Position.X
local DY = Door.Position.Y
local DZ = Door.Position.Z
local clearence = {
"[BDK] Level-2",
"[BDK] Level-3",
"[GDI] Level -2",
"[NC] Level-3",
"[NC] Level-4",
"[NC] Level-5",
"[NC] Level-C",
"[NC] Level-X",
}
local PH = {
"[NC] Level-0",
"[NC] Level-1",
"[NC] Level-2",
}
local TweeningInfo = TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.In,0,false,0)
local GateOpen = { Position = Vector3.new(TX, TY, TZ)}
local GateClose = { Position = Vector3.new(DX, DY,DZ)}
local Open = game:GetService("TweenService"):Create(Door, TweeningInfo, GateOpen )
local Close = game:GetService("TweenService"):Create(Door,TweeningInfo, GateClose )
Prompt.Triggered:Connect(function(Player)
if Bool.Value == false then
for _, item in pairs(Player.Backpack:GetDescendants()) do
if table.find(clearence, item.Name) then
Bool.Value = true
SoundAccepted:Play()
Open:Play()
SoundOpening:Play()
Green.Material = Enum.Material.Neon
wait(10)
Close:Play()
SoundOpening:Play()
Green.Material = Enum.Material.Ice
wait(5)
Bool.Value = false
return
elseif table.find(PH, item.Name) then
SoundRefuse:Play()
Red.Material = Enum.Material.Neon
wait(0.5)
Red.Material = Enum.Material.Ice
return
end
end
end
end)