So, I’ve been trying to fix this for about 2 weeks now, these people are on the forum are talking about how “Unanchoring” the rest of the parts, and keeping 1 part anchored acting as if it’s the “Root”… Then welding every single part that isn’t anchored to the root. This works- But; (Literally if the player minimizes the tab on roblox for some time) All of your other parts "besides the “Root” (aka the part you’ve anchored to move; the un-anchored parts) are going to be dislocated when the player minimized the tab, and comes back to the game, but the anchored part is fine it isn’t dislocated, but the parts that are unanchored are dislocated this is extremely frustrating, therefore if this bug gets fixed this “way” would be a lot more easier- If I had every part of the model anchored, and make it move that won’t happen.
Which btw if you still don’t know what’s happening basically when the player minimized the tab and comes back after some time the parts that are unanchored are just stuck, and after like 30 seconds they’re fine but I still find it messy how this occurs?
FYI: I’m using Welds.
Is their any other way to tween models anchored…?
Here’s my script:
local turntimer = 2.25
local spintimer = 3
local TweenService = game:GetService("TweenService")
local rotationInfo = TweenInfo.new(turntimer,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut, 0, false, 0)
local rotationInfo2 = TweenInfo.new(spintimer,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut, 0, false, 0)
local stageFunctions = script.Parent.Parent.Parent
local Face = stageFunctions.Face.PrimaryPart
local FacePos = stageFunctions.MainPos
local RFacePos = stageFunctions.RPos
local LFacePos = stageFunctions.LPos
local DarkPos = stageFunctions.DarkPos
--Start of the loop of everything dark, and no flamethrowers, or lights
while true do
wait(5) ---stays still for 25 seconds
--End of start, of the loop of everything dark, and no flamethrowers, or lights
--Function, Forward/back mask pop out, left, forward/back, right---------------------------------------------------------------------------------------------------------
stageFunctions.StageLightPack.Script.Disabled = false
local movingFaceR = TweenService:Create(Face, rotationInfo, { CFrame = RFacePos.CFrame}) ---moves forward/turns right
movingFaceR:Play()
wait(turntimer)
wait(8) --stays still
local movingDark = TweenService:Create(Face, rotationInfo, {CFrame = DarkPos.CFrame}) --moves dark
movingDark:Play()
wait(turntimer)
wait(4)
local movingFaceL = TweenService:Create(Face, rotationInfo, {CFrame = LFacePos.CFrame}) --moves back
movingFaceL:Play()
wait(turntimer)
wait(8)
local movingDark = TweenService:Create(Face, rotationInfo, {CFrame = DarkPos.CFrame}) --moves dark
movingDark:Play()
wait(turntimer)
wait(4)
local one80 = TweenService:Create(Face, rotationInfo2, {CFrame = FacePos.CFrame * CFrame.Angles(0, 0, math.rad(180))})
one80:Play()
wait(spintimer)
local three60finish = TweenService:Create(Face, rotationInfo2, {CFrame = DarkPos.CFrame * CFrame.Angles(0, 0, math.rad(360))})
three60finish:Play()
wait(spintimer)
wait(5)
stageFunctions.StageLightPack.Script.Disabled = true
for _, part in ipairs(stageFunctions.StageLightPack:GetDescendants()) do
if part:IsA("SpotLight") then part.Enabled = false end
end
end
--End of Function, Forward/back mask pop out, left, forward/back, right-----------------------------------------------------------------------------
```
Please fix this I just want this bug fixed that's it..