Tweenservice + not tweening

Hey so I’m trying to tween a model with tweenservice +, and when I run it it doesn’t even move and no errors om aware of either. I’ve been trying to fix it for months now with no success. Any help would be appreciated at this point. Thanks!

Tweenservice+ link

TweenModule:Construct(Elevator.Doors.DoorR.DoorR.PrimaryPart, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorR.GoTo.CFrame}):Play()

How do you connect this line?, it may not be triggering the event or the script.

No it works it’s just not tweening.

1 Like

Are the parts welded or anchored in any way?

Are you trying to achieve something like this?

3 Likes

The elevator is anchored not sure if that was the problem the whole time.

Hmm alr, make sure every part aside from the part you are tweening is unanchored and welded to the tween part

First of all, if your DoorOpenTime is a value, you have to put DoorOpenTime.Value. Anchoring it shouldn’t be the issue here. I have plenty of tween items in my game, and they work just fine with TweenService.

I don’t really think you are showing us the entire script here. We need the full script to know what to work with here.

Ok so I’m trying to use [Tweenservice+(TweenService Plus+ [Update V1.1]) which I’m using to tween a model

Whole Script (Still working on the script)

local Elevator = script.Parent:WaitForChild("Elevator")
local Floors = script.Parent:WaitForChild("Floors")

local CurrentFloor = 1
local DoorOpenTime = 3

local Running = false

local Globle = require(game:GetService("ReplicatedStorage").Game.Modules.Globle)
local TweenModule = Globle.Common.TweenModule


local function Doors(i)
	if i == "Close" then 
		Elevator.SoundPart.Door:Play()
		if CurrentFloor == 1 then
			TweenModule:Create(Floors.Floor1.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor1.Doors.DoorL.Org.CFrame}):Play()
			TweenModule:Create(Floors.Floor1.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor1.Doors.DoorR.Org.CFrame}):Play()
			task.wait(.50)
			TweenModule:Create(Elevator.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorL.Org.CFrame}):Play()
			TweenModule:Create(Elevator.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorR.Org.CFrame}):Play()
		elseif CurrentFloor == 2 then
			TweenModule:Create(Floors.Floor2.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor2.Doors.DoorL.Org.CFrame}):Play()
			TweenModule:Create(Floors.Floor2.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor2.Doors.DoorR.Org.CFrame}):Play()
			task.wait(.50)
			TweenModule:Create(Elevator.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorL.Org.CFrame}):Play()
			TweenModule:Create(Elevator.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorR.Org.CFrame}):Play()
		end
	elseif i == "Open" then
		Elevator.SoundPart.Ding:Play()
		Elevator.SoundPart.Door:Play()
		if CurrentFloor == 1 then
			TweenModule:Create(Floors.Floor1.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor1.Doors.DoorL.GoTo.CFrame}):Play()
			TweenModule:Create(Floors.Floor1.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor1.Doors.DoorR.GoTo.CFrame}):Play()
			task.wait(.50)
			TweenModule:Create(Elevator.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorL.GoTo.CFrame}):Play()
			TweenModule:Create(Elevator.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorR.GoTo.CFrame}):Play()
		elseif CurrentFloor == 2 then
			TweenModule:Create(Floors.Floor2.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor2.Doors.DoorL.GoTo.CFrame}):Play()
			TweenModule:Create(Floors.Floor2.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor2.Doors.DoorR.GoTo.CFrame}):Play()
			task.wait(.50)
			TweenModule:Create(Elevator.Doors.DoorL.DoorL, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorL.GoTo.CFrame}):Play()
			TweenModule:Create(Elevator.Doors.DoorR.DoorR, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorR.GoTo.CFrame}):Play()
		end
	end
end
Doors("Open")

local function ChangeFloor(i)
	if i == 1 then 
		Running = true
		Doors("Close")
		task.wait(5)
		TweenModule:Create(Elevator, TweenInfo.new(5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor1.GoTo.CFrame}):Play()
		task.wait(6)
		CurrentFloor = 1
		Doors("Open")
		Running = false
		Floors.Floor1.Call.Button.Material = Enum.Material.SmoothPlastic
		Elevator.F1.Button.Material = Enum.Material.SmoothPlastic
	elseif i == 2 then
		Running = true
		Doors("Close")
		task.wait(5)
		TweenModule:Create(Elevator, TweenInfo.new(5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Floors.Floor2.Goto.CFrame}):Play()
		task.wait(6)
		CurrentFloor = 2
		Doors("Open")
		Running = false
		Floors.Floor2.Call.Button.Material = Enum.Material.SmoothPlastic
		Elevator.F2.Button.Material = Enum.Material.SmoothPlastic
	end
end

Floors.Floor1.Call.Button.Click.MouseClick:Connect(function()
	if CurrentFloor == 2 and Running == false then
		Floors.Floor1.Call.Button.Material = Enum.Material.Neon
		Elevator.F1.Button.Material = Enum.Material.Neon
		ChangeFloor(1)
	end
end)

Elevator.F1.Button.Click.MouseClick:Connect(function()
	if CurrentFloor == 2 and Running == false then
		Floors.Floor1.Call.Button.Material = Enum.Material.Neon
		Elevator.F1.Button.Material = Enum.Material.Neon
		ChangeFloor(1)
	end
end)

Floors.Floor2.Call.Button.Click.MouseClick:Connect(function()
	if CurrentFloor == 1 and Running == false then
		Floors.Floor2.Call.Button.Material = Enum.Material.Neon
		Elevator.F2.Button.Material = Enum.Material.Neon
		ChangeFloor(2)
	end
end)

Elevator.F2.Button.Click.MouseClick:Connect(function()
	if CurrentFloor == 1 and Running == false then
		Floors.Floor2.Call.Button.Material = Enum.Material.Neon
		Elevator.F2.Button.Material = Enum.Material.Neon
		ChangeFloor(2)
	end
end)

while task.wait() do
	Elevator.Number.Text.SurfaceGui.SIGN.Text = CurrentFloor
end