Hello there. So I’m currently having this issue with multiple animations, but i’ll share this one specifically. I have a lever that you pull through a proximity prompt. The lever will play a little animation and then wait for this marker to be reached to do the actual function… It seemed like this was working fine until today, until it just stopped working? Here’s the code:
local pulled = false
script.Parent.Triggered:Connect(function(player)
if pulled == false and workspace.Basement.Important.Generator.Health.Value > 0 then
pulled = true
workspace.Basement.Important.Generator.Health.Value -= 10
script.Parent.Parent.LeverSound:Play()
wait(0.1)
local any = script.Parent.Parent.Parent.AnimationController.Animator:LoadAnimation(script.Parent.Parent.Parent.Pulled)
any:Play()
any:GetMarkerReachedSignal("Done"):Wait()
wait(1)
local door = workspace.Basement.Important.TrashFuranceDoor
local tween = game:GetService("TweenService"):Create(door, tweenInfo, tweenStats1)
tween:Play()
tween.Completed:Wait()
door["Fire Blast Shot"]:Play()
--GETTING RID OF ALL TRASH
for _, trash in pairs(workspace.Basement.Important.TrashFurnace:GetDescendants()) do
if trash:IsA("Part") or trash:IsA("Texture") then
trash.Transparency = 1
end
end
workspace.Basement.Important.TrashFurnace.IsFull.Value = false
wait(3)
tween = game:GetService("TweenService"):Create(door, tweenInfo, tweenStats2)
tween:Play()
tween.Completed:Wait()
pulled = false
end
end)
