Ok, I’ll check it out, and see if I can learn something. If not, i’ll return back crying…
Please Give solution :)) I did script for you… Just change local model = your gate model
local TweenService = game:GetService("TweenService")
local Offset=Vector3.new(-10, 0, 0)
local TimeTakenForAnimation=5
local model= game.Workspace.ModelX
for i,v in pairs (model:GetChildren()) do
coroutine.wrap(function()
local goal = {}
goal.Position = v.Position+Offset
local tweenInfo = TweenInfo.new(TimeTakenForAnimation)
local tween = TweenService:Create(v, tweenInfo, goal)
tween:Play()
coroutine.yield()
end)()
end
So if the player clicks the button, the gate will open?
Yes change
local model= "YOUR GATE MODEL"
and change
local Offset=Vector3.new(-10, 0, 0)
X or Z depends which side you opening from and how much you want to open it…
Alright, I’ll give it a try… Do I put the script inside the button…??.. Yes, I’m very dumb indeed…
I did all of the code for you with the ClickDetector just change the variables this works I tested it
local TweenService = game:GetService("TweenService")
local Offset=Vector3.new(-10, 0, 0)
local TimeTakenForAnimation=5
local model= game.Workspace.ModelX
local TweenService = game:GetService("TweenService")
local Offset=Vector3.new(-10, 0, 0)
local TimeTakenForAnimation=5
local model= game.Workspace.ModelX
local pos = model.PrimaryPart.Position
local ClickDetector = script.Parent.ClickDetector
local OpenBool = false
local active = false
ClickDetector.MouseClick:Connect(function()
if OpenBool==false and active==false then
OpenBool=true
active=true
for i,v in pairs (model:GetChildren()) do
coroutine.wrap(function()
local goal = {}
goal.Position = v.Position+Offset
local tweenInfo = TweenInfo.new(TimeTakenForAnimation)
local tween = TweenService:Create(v, tweenInfo, goal)
tween:Play()
tween.Completed:Connect(function()
model.PrimaryPart.Position = pos+Offset
active=false
coroutine.yield()
end)
end)()
end
else
if OpenBool==true and active==false then
OpenBool=false
active=true
for i,v in pairs (model:GetChildren()) do
coroutine.wrap(function()
local goal = {}
goal.Position = v.Position-Offset
local tweenInfo = TweenInfo.new(TimeTakenForAnimation)
local tween = TweenService:Create(v, tweenInfo, goal)
tween:Play()
tween.Completed:Connect(function()
model.PrimaryPart.Position = pos
active=false
coroutine.yield()
end)
end)()
end
end
end
end)
Awesome, I’ll give it a try!
Also I added the variables twice accident you can remove the first 4 lines
local TweenService = game:GetService("TweenService")
local Offset=Vector3.new(-10, 0, 0)
local TimeTakenForAnimation=5
local model= game.Workspace.ModelX
also if you want a cooldown for the button just add a wait() function into the tween.completed… like this, make sure to add the wait() for both closing and opening. there is 2 tween completed functions can you give solution?
tween.Completed:Connect(function()
model.PrimaryPart.Position = pos+Offset
active=false
wait(5)
coroutine.yield()
end)
Is there a way you could explain how to do this? I’ve looked at the post of the other person, but it only seems to show the option where the part swing (for example a normal door)?
I can’t help you anymore than this, I don’t think anyone can, I’ve made a map just for you which in UNCOPYLOCKED so u can download it and there the gate work when u press the green block so u can just copy that to you game
Ok, that’s completely understandable, thanks alot for your efforts to help a dumb person
You’re not dumb, programming has a gradual learning curve, you do not become a master at a craft if you dont practice, with enough experience you will start grasping more than you thought you could as long as you don’t give up ! good luck give solution thanks ~~ Rocky
Just a quick thing. I tried customizing the gate that you presented to fit the fences, but after I removed some parts, the gate won’t open/work. I also tried to only change the transparency of the parts that I tried to remove, but it also wasn’t working.
you can only add parts inside of the model that are className “Part” otherwise it will throw a error
If you added any models inside od the gate model you want to ungroup that aswell
Ok, understood. I will check if I added anything inside that caused an error, thanks!
I did not add any models whatsoever.