I am trying to make so a part rotates, then mean it hits its max rotation, rotates back to the min, etc. But instead of it smoothly rotating back to the min, it snaps back.
local model = game.Workspace.Satelite.Satellite
local rotationSpeed = 0.25
wait(1.5)
model.PrimaryPart = model.Primary
local minRotation = -45
local maxRotation = 22.5
local currentRotation = 0
local function rotateModel()
currentRotation = currentRotation + rotationSpeed
if currentRotation > maxRotation then
currentRotation = minRotation
elseif currentRotation < minRotation then
currentRotation = maxRotation
end
local newRotation = CFrame.fromEulerAnglesYXZ(0, math.rad(currentRotation), 0)
local currentPos = model.PrimaryPart.CFrame.Position
model:SetPrimaryPartCFrame(CFrame.new(currentPos) * newRotation)
end
game:GetService("RunService").Stepped:Connect(function()
rotateModel()
end)