You can write your topic however you want, but you need to answer these questions:
I want to make it so whenever something spawns in it fades into existence.
The function isn’t playing at all, even when it is bluntly told to do so. There has been no errors reported by Roblox Studio in the output feature; I just can’t understand. The script is enabled aswell.
–I have gotten the function to play by enabling the ready value through this script, though its meant to be “ready’d” through another script and it has to be this way.
Me and my friend have tried writing the tweens in different ways but then I figured out one of the ones we tried before actually does properly tween it so it must be that the function isn’t playing. I just can’t comprehend it.
– I am trying to figure out why this function isn’t playing for no reason.
local TweenService = game:GetService("TweenService")
local TransInfo = TweenInfo.new(1.5, Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0)
local ObjectGoal = {}
ObjectGoal.Transparency = 0
local GUIGoal = {}
GUIGoal.ImageTransparency = 0.5
local ArrowTween = TweenService:Create(script.Parent.Arrow, TransInfo, ObjectGoal)
local HitTween = TweenService:Create(script.Parent.Hitbox, TransInfo, ObjectGoal)
local GuiTween1 = TweenService:Create(script.Parent.Hitbox.BillboardGui.ImageLabel1, TransInfo, GUIGoal)
local GuiTween2 = TweenService:Create(script.Parent.Hitbox.BillboardGui.ImageLabel2, TransInfo, GUIGoal)
task.wait(3)
ArrowTween:Play()
HitTween:Play()
GuiTween1:Play()
GuiTween2:Play()
wait(5)
local function Tween()
print("Uzbekistan") --Uzbekistan 🤯
ArrowTween:Play()
HitTween:Play()
GuiTween1:Play()
GuiTween2:Play()
end
script.Parent.Ready:GetPropertyChangedSignal("Value"):Connect(Tween)
Tween()
…
‘’‘lua
local function ArrowOrb()
if Player.PlayerStats.FightEnabler.Value == true then
local Arrow = game.ReplicatedStorage.Orbs.StackBow.ArrowOrb:Clone()
Arrow.Parent = workspace
local WallPos = Player:WaitForChild(“Wall”):GetModelCFrame()
local Z1 = (WallPos.Z+(1.16Player.PlayerStats.Range.Value))
local Z2 = (WallPos.Z-(1.16Player.PlayerStats.Range.Value))
local OrbPositionZ = math.random(Z2, Z1)
local X1 = (WallPos.X+(1.16Player.PlayerStats.Range.Value))
local X2 = (WallPos.X-(1.16Player.PlayerStats.Range.Value))
local OrbPositionX = math.random(X2, X1)
Arrow:PivotTo(CFrame.new(OrbPositionX, (WallPos.Y + 10), OrbPositionZ))
task.wait(0.1)
Arrow.Ready.Value = true
end
end
‘’’
– I can confirm that the arrows are being summoned