If TweenService can tween it, this module supports it.
Unfortunately, I tried doing that but it did not function due to the usage of some remote events.
I will definitely be using this module for server-side tweening though, as this is a pretty good module.
you need a folder called modules put the folder in replicatedStorage in folder put the module Script well ami it worked
ReplicatedStorage → Modules → TweenServicePlus (Is Module Script)
What is “require(script.SyncedTime)”
Doesn’t work. I’ve did everything as the example said, yet there’s no effect, however if I put a print after it, it does print.
Um… There is a significant delay, or should I say, the tween just doesn’t play. Is it because of latency?
I tried clientsync too but doesn’t seem to change anything…
EDIT: Wait hang on after reading throughout, I realised you have to require in in clientside too, hang on.
EDIT: Yes that fixes it lol I was just dumb
Is it not possible to call construct on the client side so it replicates elsewhere? Because I get an error at this line
tEvent:FireAllClients(obj, infoToTable(info), properties, clock:GetTime(), tObject.TweenId, timeThreshold, debugMode, nil, clientSync)
Where it tells me that I can’t call “FireAllClient” on the client, obviously. I am using the service wrong?
Nothing works. The part doesnt tween but the final size is assigned.
I used the excact code in the description. With the same names, same paths, same everything. I had a part nams Part in workspace, the module was under ReplicatedStorage.Modules and I literally copypasted the code into a serverscript in serverscriptservice.
AHAHHAHAHA i am
stupid i fixed it myself.
This… is… amazing!
I cannot believe that a module that modifies an already existing and fantastic module which upgrades a built-in feature IS FREE!!!
This literally saved me so much time and pain. It improved the performance and quality of my games by a lot! This was my first time ever seeing a really smooth tween, and it was crazy cool!
I’m not too sure about the technical stuff about this, but it doesn’t matter for my game, because a boost in smoothness is all I want.
Also, I can’t thank you enough for making this also work on a server script! I was going to have to make tons of remote events or just tons of “if” statements to use it on the server.
Sorry for my excitement I’m just relieved!
#vouch
Has anyone tried to to use this for a Zombie type game with some custom NPCs?
I wonder how efficient this module would remain if you recalculated path finding every 1 second for the zombies?
This is a good module. Easy to convert my existing server tweens to client tweens which is good since I heard that too many server tweens are bad, the only downside is though is that fast tweens are not smooth. This can be noticed in things like flashing warning lights which tween on and off in ~0.3 seconds since they are simulating old incandescent bulbs which fade on/off as the filament heats and cools. Sometimes it will just blink straight on and off as if it was not being tweened at all and some others go in steps from off to 1/2 brightness and then full. If there is any workarounds for this then I would continue rolling out this change to my vehicle indicators.
I love this module, thanks!
One thing im messing around with right now is that my tweens seem to only work with parts that are streamed in at the time the server code executes. Im still trying a few more things, but if anyone has solved this issue - please let me know.
Hi,
I have the tweening working for moving a part forward but want to bounce the part at the same time, how is this done? can you run two tweens at the same time?
Regards
Hey so I’m trying to tween a model and when I run it it doesn’t even move and no errors om aware of either. Thanks!
TweenModule:Construct(Elevator.Doors.DoorR.DoorR.PrimaryPart, TweenInfo.new(DoorOpenTime, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), {CFrame = Elevator.Doors.DoorR.GoTo.CFrame}):Play()
TweenService Plus is an amazing resource, however, I believe I have found a bug, and it is quite concerning.
Bug: TweenService Plus affects Proximity Prompts.
I have an object that is tweened in a constant loop. This object contains a Proximity Prompt that prints a string when triggered. The object is tweened using TweenService Plus from point A → point B → point C → point A. Each tween is approximately 35 seconds long. During the first roughly 17 seconds of each tween, the Proximity Prompt is triggered, and the string is printed in the output. However, in the second half of the tween, the Proximity Prompt does not print anything in the output.
I tested many different possibilities to determine the cause of this issue, however, I settled on the conclusion that this bug was due to the object being tweened. This is because, when I removed all the tweens, the Proximity Prompt worked like a charm without any issues. Although I am no professional, I suspect that the TweenService Plus module is affecting UserInputService or TweenService which Proximity Prompts use.
I hope you can look into this issue or provide some ideas as to what the cause may be.
Thank you in advance.
Please tell me it works with the Streaming_Enabled property set to true, I also made a api that does exactly the same, just that it supports roblox’s content streaming api, it works fine except that it doesnt have that latency and events feature, if your api works with streaming enabled then I’d be happy to use it!
Just an update: here is what I have found.
Let’s say you have a proximity prompt in a part that is tweened with this TweenService Plus module. The “Triggered” event will stop working occasionally, however, other events such as “TriggerEnded”, “HoldDownBegan”, and “HoldDownEnded” will function without any issues.
Hello!
I have run into this issue in the past and I have answers. This is indeed not a TweenService Plus issue, but rather a security feature from roblox. Let me explain:
- The server has the part in a certain place, say
Vector3.new(10,0,0)
- The client has the part in another place, say
Vector3.new(-10,0,0)
- Roblox makes sure that the ProximityPrompt is near the player on the Server, therefore, if on the client your proximity prompt is near you, but on the server that part is not in the same spot (and too far), the prompt will not fire despite you triggering the prompt on the client.
To confirm this, and to clarify this issue to the OP, can you please check these points:
- How does the part move on the server? Does it move at all? Does it stutter/teleport?
- Is your tween super big? As in does it move a considerably large distance in 1 go? Is it fast? This may cause a decline from the server if the prompt if the client tweens faster than the server.
Thank you very much for clarifying the issue I was facing.
The tween is about 40 seconds long and travel approximately 70 studs within this time frame. Since I am using TweenService Plus to tween, the object I am tweening will appear on the server as if it is teleporting.