Pillars won't go down

Check that the Hold Duration setting is at least 1. Try not to press it all the way (Which key you set) before the trial ends.

Button?

Yea like you press a button (model) and a click detector will raise them up or down.

Add ClickDetector to Model. Then type the command:

script.Parent.ClickDetector.MouseClick:Connect(function()

Also the script isn’t working (it’s probably my mistake).
Do I put it in the script or add a script and the proximitypromt, do I put it in the model I want to be moved or in the first group?

Let me start from the begging because I think I didn’t explain myself.

I had already a working script and everything but when I attach my designated model it doesn’t work now I think it is because the thumbnail of the group isn’t black and white but with colours.

I tried it and nothing happened

You can’t tween a model without tweening every part in it down / weld all the parts.

You should check out this post..

And how do I weld all the parts?

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Add a WeldConstraint to each part and set Part0 to the current part and set Part1 to the part you want to tween.

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I tried that and the same the door goes down and the pillar won’t.

Ok so I did my own scripting from what I got from yt, now I need them to happen on a buttons touch and 4 from the front and the back.And there would be a button that makes them all go down and up.

If that came out rude I am sorry.

But instead of them going down they are going left and right.

What I’d do is use a CFrame.(type)Vector to move it in a specific direction.
If you want it to move backwards and forwards, use LookVector.
Up and down? Use UpVector.
Right and left? RightVector.

Like this :
https://gyazo.com/3bb528bf63ae4dc777e302a59e9a9beb

DownVector is its own property. You don’t assign anything to it like you would a CFrame.new() instance. (although CFrame.new could be used in this same regard)

Then like from this script what line would you add and what would you remove because I am not understanding you.

local TweenService = game:GetService(“TweenService”)

local model = script.Parent

local leftDoor = model.LeftDoor

local prompt = model.Top.Attachment.ProximityPrompt

local tweenInfo = TweenInfo.new(1)

local leftGoalOpen = {}

local leftGoalClose = {}

leftGoalOpen.CFrame = leftDoor.CFrame * CFrame.new(0, -3.5, 0)

leftGoalClose.CFrame = leftDoor.CFrame

local leftTweenOpen = TweenService:Create(leftDoor, tweenInfo, leftGoalOpen)

local leftTweenClose = TweenService:Create(leftDoor, tweenInfo, leftGoalClose)

prompt.Triggered:Connect(function()

if prompt.ActionText ==“Close” then

leftTweenClose:Play{}

prompt.ActionText = “Open”

else

leftTweenOpen:Play{}

prompt.ActionText = “Close”

end

end)

You could do that; I was referring to the fact that CFrame.new() can hold matrices, which can give a similar effect.
However for readability and learning I’d go with CFrame.UpVectors().

Like this? : https://gyazo.com/4ec520b53f9e52426a9a945a0889414e