Seemed to be buggy but I rescripted it so it’s fine now.
Either this bug hasn’t been fixed yet or it’s back.
Thank you for this module I have managed to get it to work but regarding looping infinity how can that be implemented?
Thank you for creating this.
You’d think Roblox would already have TweenService replicating the Tween for the client to handle, guess not.
Can you add a Completed event to your custom Tween object?
Preferably I would like this too - I use .Completed on tweens a lot so this will help quite a bit if .Completed is added. If possible that is.
Are there examples of the server and client code required to use?
Regards
This tutorial that @SteadyOn uploaded should do the trick. TweenService V2 | Roblox Scripting Tutorial 📜📜 - YouTube
I’m not exactly sure if this is possible, as the way this module was coded was that the actual tweening was done on the client as opposed to the server. You could hard-code something similar to it and check if the duration of the tween has passed since it started to check if it is done. For :Cancel() and other stuff you could hard-code that.
Is this meant to be used so " :GetTweenObject()" can only be called in the server and not in the client?
The line
latestFinish[instance] = latestFinish[instance] or os.time() -- cannot be nil.
will error nil I believe because of streaming enabled.
Hi,
The TwwenService works well for me but would like to see a way for getting the part to face the way of the tween as an option?
ReplicatedTweening.rbxl (38.2 KB)
This Module is very useful and makes Tween Replication a breeze. I noticed several people having issues making use of this module due to various errors. Here is a place file with a basic working example.
Good day,
how would you set the tween to repeat?
Regards
This is awesome! Thanks, I’ll add this to the original post
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?
Hey @SteadyOn!
I believe I found a bug/error:
Stop is not a valid member of Tween "Tween"
In the script: (line 217)
As far as I know, :Stop()
isn’t a function in tweenService. Should this be replaced with :Cancel()?
Other than that, very thankful for you sharing this great module with us!
Edit:
I tried changing :Stop() with :Cancel() and it somewhat works. However, since the module interprets it as the animation finishing it automatically re-assigns the parts position to it’s pre-defined end position.
As in: I cancel the animation, and then it automatically (On the server, and hence, all clients) teleports to it’s end position INSTEAD of staying where it was cancelled.
Is there any thing I am doing wrong? Or is there any way to let the part stay when cancelled, and NOT be teleported to the end position that was defined in the tweenInfo? PS: This is when changing the :Stop() to :Cancel()
Thanks!
Do you have plans of trying to create a function like TweenService:TweenModel()
? I’m having a hard time tweeting models and keeping all of the same axis.
I’ve tried for _, item in pairs(Item.Door1:GetChildren() do
and it keeps on moving all of the axis and not just the 1 I want.
Someone else here already made it!
Just set any part of the model as a PrimaryPart (preferably part at center) and then tween it’s CFrame.
TweenService:Create(Model.PrimaryPart, TweenInfo.new(2), {CFrame = CFrame.new(Vector3.new(0, 20, 0))})
PrimaryPart is a property of Model btw
Is there any way to find when a tween ends using this module?
Hmm this is weird, maybe it was added in one of the commits I approved, will try to check it out when I have the time!