Basically, a red guy throws a fireball spell and a green guy protects himself with a shield spell.
The collision itself would be detected on the server side and the tween would have to stop mid-way before reaching the target.
What happens if the client side lags and doesn’t get the memo to pause?
When it eventually receives the message to pause, does the fireball rewind itself back before pausing, or does it just freeze where it is?
The module is essentially a proxy for clientside tweens, so the behaviour here would be the same as it would be were you to send your own event to the client which then triggered the tween on the client. I don’t think you are doing this here, but make sure not to use the module for any kind of competitive game mechanics, due to the latency problems you mentioned.
The module doesn’t have a fail-safe to make sure that the client has received the event, so I suppose in edge cases with very bad internet the tween could continue without being paused.
I hate necrobumping topics, but I have a question. Is there a way to wait for the tween to finish on the server? Is there some kind of event that I have to wait for in order to know when the tween is finished?
Any chance you’re planning on adding this? I personally find .Completed really useful as I often make things happen after the tween ends and check the PlaybackState, although I’m not sure how you’d implement this as the tweens finish at different times.
That’s something .Completed would be useful for (you could for example do Tween.Completed:Wait()), but the module sadly doesn’t have this so I’m not sure if it’s possible at all. If you do find/have found a way though, please let me know as I’m currently trying to do the same.
tEvent:FireClient("RunTween", instance, tInfo, propertyTable) -- play tween for specific player
I thought maybe adding specificClient to the FireClient would work, which I believed it did, but it also ended up causing the tween to play on the server as well (well the object would like teleport a few studs, pause for a second, teleport few studs more, stop, continously)
This is really neat! It didn’t quite fit my use case where I wanted to tween a model’s position, so I edited the script a bit to accept SetPrimaryPartCFrame as a property name with a CFrame value. I haven’t tested it rigorously, so I don’t know how well it behaves under stress or when other properties are included in the table, so user beware. Still gonna drop it here in case anyone wants it:
How would I go about using this for doors? I already have a door system which used the regular tweenservice but I switched to this for smoother tweening. It works very well in studio (and most of the time in-game) however I have been experiencing an issue in-game where sometimes the door’s tween does not play on the client side - and so you just see it jump right to the end position.
Currently, what I’m doing is defining the tween with :GetTweenObject() as a local variable. I then play that tween on the server and then fire the tween object to all cllients through a RemoteEvent in ReplicatedStorage and then when the client recieves it, it will play the tween object it receives. It works for the most part however I get this error:
Here’s my code:
--SERVER (tween part only):
local TS = require(game.ReplicatedStorage.ReplicatedTweening)
local Tweener = game.ReplicatedStorage.Tweener
local door = script.Parent.door
local info = TweenInfo.new(1.4,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut)
local Table = {Position = door.Position + Vector3.new(0,10,0)}
local tween = TS:GetTweenObject(door, info, Table)
tween:Play()
Tweener:FireAllClients(tween)
--CLIENT:
local Tweener = game.ReplicatedStorage.Tweener
Tweener.OnClientEvent:Connect(function(tween)
tween:Play()
end)
Is there a better way to do this? Thanks.
EDIT: By the way the line 68 error looks like this:
local TweenService = require(game.ReplicatedStorage.ReplicatedTweening)
local model = script.Parent.Door.PrimaryPart
local db = false
local Info1 = TweenInfo.new(
0.5,
Enum.EasingStyle.Quad,
Enum.EasingDirection.Out,
0,
false,
0
)
local Goals1 =
{
CFrame = script.Parent.Closed.CFrame
}
local Info2 = TweenInfo.new(
0.5,
Enum.EasingStyle.Sine,
Enum.EasingDirection.Out,
0,
false,
0
)
local Goals2 =
{
CFrame = script.Parent.Open.CFrame
}
local open = TweenService:GetTweenObject(model, Info1, Goals2)
local close = TweenService:GetTweenObject(model, Info2, Goals1)
script.Parent.DButton.ClickDetector.MouseClick:Connect(function()
if not db then
db = true
script.Parent.Close.Value = not script.Parent.Close.Value
wait(.6)
db = false
end
end)
script.Parent.Close.Changed:Connect(function()
model.Move:Play()
if script.Parent.Close.Value == true then -- close door
close:Play()
else -- open door
open:Play()
end
end)
It doesnt tween, it just teleports the part after the tween is done
EDIT: Not even the example code works, please fix ://
Yeah, I think this module is broken right now. This was happening to me maybe a month or more ago and I’m surprised this big of an issue hasn’t been fixed yet. I’m pretty sure the creator knows about it though, and I think he’s gonna fix it (don’t know when though)
I can’t seem to tween an model’s primary part where the primary part contains welds to every other part in the model. It just tweens the primary part, oddly enough the welds remain even though every other parts stay in palce. What may I do to fix this up?
Really ? Are you using the model place ? If so, please go to the github that he’s posted and copy & paste the raw source code. Maybe the old place is outdated