Just a guess but try replacing _ with an actual variable name like index
-- parts are the parts being tweened, and positions and orientations are their target position and orientation respectively
for i, part in parts do
local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Quint, Enum.EasingDirection.Out)
local tween = tweenService:Create(part, tweenInfo, {Position = positions[i], Orientation = orientations[i], Transparency = 0})
print('started tween...')
tween:Play()
tween.Completed:Connect(function()
part.CanCollide = true
part.Velocity = part.CFrame:VectorToWorldSpace(Vector3.new(0,0,12)) -- cuz it breaks the conveyors
print('dunzo bunzo')
end)
end
Doing it on my end with filler values works fine, I would assume it’s something else in the script or another script
local tweenService = game:GetService("TweenService")
local positions = {
[1] = Vector3.new(0,0,0)
}
local orientations = {
[1] = Vector3.new(0,90,0)
}
local parts = {
[1] = workspace.Cashier.Head
}
for i, part in parts do
local tweenInfo = TweenInfo.new(2, Enum.EasingStyle.Quint, Enum.EasingDirection.Out)
local tween = tweenService:Create(part, tweenInfo, {Position = positions[i], Orientation = orientations[i], Transparency = 0})
print('started tween...')
tween:Play()
tween.Completed:Connect(function()
part.CanCollide = true
part.Velocity = part.CFrame:VectorToWorldSpace(Vector3.new(0,0,12)) -- cuz it breaks the conveyors
print('dunzo bunzo')
end)
end