Stop A Tween Started By One Button To Start A New Tween By A Second Button?

Alright, and thank you for the time trying to help me out. I am new to using tables and looping through them but I’m sure your way would work too if I knew more about what I was doing lol.

yepa nd i take it back it did NOT work lol. It looked like it but I was changing the colors to see more clearly and realized it’s not working how I thought it did. :smiling_face_with_tear:

I will try his method again and see if I am doing it right and get back to yall!

Hey! So this did end up helping me find the solution. I created a “master” table where all the tweens that were created were stored and right before I played any tween, I would cancel any tweens in the master tween table. BUT I also had to add extra lines where I reset the tweened property because canceling the tweet did not reset it, idk why…

But yeah here is an example of how Button[2] looks now!

local function createTween(Lights)
	local Strobe = TweenService:Create(Lights, TweenInfo[3], {Transparency = 1})
	table.insert(mastertweentable, Strobe) -- Save the tween in mastertweentable
	Button[2].MouseButton1Click:Connect(function()
		warn("Button 2 Pressed")
		warn("Cancelling all tweens")

		-- Cancel all tweens
		for _, tween in ipairs(mastertweentable) do
			tween:Cancel()
		end
		print("All Tweens Cancelled")

		-- Reset all parts tagged with Bulbs[3]
		for _, Lights in pairs(CollectionService:GetTagged(Bulbs[3])) do
			Lights.Transparency = 0
		end
		print("All Parts Reset")
		Strobe:Play()
		print("Strobe Playing")
	end)
end
  1. It cancels any tweens inside the master tween table.
  2. Resets all the part’s transparency to 0.
  3. Plays the new tweens on the parts.

Thank you and @2112Jay for the help!

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