ssshibah
(shiba)
#1
As the title says, the tween refuses to play. I know the code runs because it creates the wall.
AnimationTrack:GetMarkerReachedSignal("barrier/wall summon"):Once(function()
Wall.Name = "Wall"
Wall.Size = WALL_SIZE
Wall.Anchored = true
Wall.Parent = workspace.Cache
Character.PrimaryPart.CFrame *= CFrame.new(0, -WALL_SIZE, -WALL_DISTANCE)
local Tween = TweenService:Create(Wall, TweenInfo.new(.6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = (Character.PrimaryPart.CFrame * CFrame.new(0, 0, -WALL_DISTANCE))})
Tween:Play() Tween:Destroy()
Tween.Completed:Wait()
end)
2 Likes
You are destroying it before it finishes, move Tween:Destroy() after Tween.Completed:Wait()
2 Likes
ssshibah
(shiba)
#3
that’s not how it works, other tweens that are deleted exactly like that still work.
These work:
AnimationTrack:GetMarkerReachedSignal("arm red glow"):Once(function()
local ArmColorTween = TweenService:Create(Character["Left Arm"], TweenInfo.new(ARM_GLOW_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Color = Color3.fromRGB(149, 30, 21)})
ArmColorTween:Play() ArmColorTween:Destroy()
local ParticleRateTween = TweenService:Create(Character["Left Arm"].ParticleEmitter, TweenInfo.new(ARM_GLOW_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {Rate = 100})
ParticleRateTween:Play() ParticleRateTween:Destroy()
task.wait(ARM_GLOW_TIME)
end)
1 Like
ssshibah
(shiba)
#4
It was due to a connection to RunService.Stepped that moved the part in front of the player which happen to be the position i want to tween it to.
1 Like
system
(system)
Closed
#5
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