Why lights become blue instead of yellow?

why are lights are becoming blue instead of yellow???
https://streamable.com/nw0yaa

local Maximum_Power = 100
local Minimum_Power = 0
local Power_Amount = 5
local Power_Decrease_Amount = 1

local Tween_Service = game:GetService("TweenService")
local Sound_Service = game:GetService("SoundService")
local Replicated_Storage = game:GetService("ReplicatedStorage")

local Main_Parts = workspace.Map.Office.WorkingParts

local Door1 = Main_Parts.Door1
local Door2 = Main_Parts.Door2

local Yellow_Lights_Color = Color3.new(240, 154, 85)
local Black_Lights_Color = Color3.new(0, 0, 0)

local Generator_Folder = workspace.Generators
local Generator1 = Generator_Folder.Generator1
local Generator2 = Generator_Folder.Generator2
local Generator3 = Generator_Folder.Generator3

local Lever1 = Main_Parts.Levers.Door1Lever
local Lever2 = Main_Parts.Levers.Door2Lever

local Power_Outage_Sound_Playing = false

local Generator_States = {
	Generator1 = false,
	Generator2 = false,
	Generator3 = false,
}

local LeverStates = {
	Door1Lever = false,
	Door2Lever = false,
}

local function Generator_Handler(Generator)
	Generator.ProximityPrompt.Triggered:Connect(function(player)
		local Generator_Gui = player.PlayerGui.GeneratorGui.Screen
		
		if Generator_States[Generator.Name] == false then
			Generator_States[Generator.Name] = true
			Generator_Gui.Visible = true
			warn(Generator.Name, Generator_States[Generator.Name])
			workspace.Generators[Generator.Name].generator.Playing = true
			if Generator_States.Generator1 and Generator_States.Generator2 and Generator_States.Generator3 then
				Power_Outage_Sound_Playing = false
				Power_Amount = Maximum_Power
				warn("Generate Power")

				Generator_States.Generator1 = false
				Generator_States.Generator2 = false
				Generator_States.Generator3 = false
			end
		end
	end)
end

local function On_Lever(lever)
	local leverState = LeverStates[lever.Name]
	if leverState ~= nil and Power_Amount > Minimum_Power then
		
		lever.Main.Handle.ProximityPrompt.Triggered:Connect(function(player)
			LeverStates[lever.Name] = not LeverStates[lever.Name]
			if LeverStates[lever.Name] then
				Power_Decrease_Amount += 1
			else
				Power_Decrease_Amount -= 1
			end
		end)
	end
end

On_Lever(Lever1)
On_Lever(Lever2)

Generator_Handler(Generator1)
Generator_Handler(Generator2)
Generator_Handler(Generator3)

game:GetService("RunService").Stepped:Connect(function()
	local tween_Info = TweenInfo.new(0.5, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, 0)
	
	for Generator_Name, _ in pairs(Generator_States) do
		if Power_Amount <= Minimum_Power then
			workspace.Generators:FindFirstChild(Generator_Name).generator.Playing = false
			workspace.Generators:FindFirstChild(Generator_Name).ProximityPrompt.Enabled = true
		else 
			workspace.Generators:FindFirstChild(Generator_Name).generator.Playing = true
			workspace.Generators:FindFirstChild(Generator_Name).ProximityPrompt.Enabled = false
			end
		Generator_Handler(workspace.Generators[Generator_Name])
		end
	
	for _, lights in pairs(workspace.Map.Lights:GetChildren()) do
		if Power_Amount <= Minimum_Power then
			lights.Light1.Color = Black_Lights_Color
			lights.Light2.Color = Black_Lights_Color
			lights.LightSource.Color = Black_Lights_Color
			lights.LightSource.SurfaceLight.Enabled = false
		else
			lights.Light1.Color = Yellow_Lights_Color
			lights.Light2.Color = Yellow_Lights_Color
			lights.LightSource.Color = Yellow_Lights_Color
			lights.LightSource.SurfaceLight.Enabled = true
		end
	end
	if Power_Amount <= Minimum_Power then
		Power_Amount = 0
		LeverStates[1] = false
		LeverStates[2] = false
		LeverStates[3] = false
		if not Power_Outage_Sound_Playing then
			Sound_Service.PowerOutage.Playing = true
			Power_Outage_Sound_Playing = true
			wait(6.3)
			Sound_Service.PowerOutage:Stop()
		end
		for leverName, _ in pairs(LeverStates) do
			LeverStates[leverName] = false
			local Tween_Door1 = Tween_Service:Create(Door1.PrimaryPart, tween_Info, {Position = Door1.DoorPositions.TargetPartUp.Position})
			local Tween_Door2 = Tween_Service:Create(Door2.PrimaryPart, tween_Info, {Position = Door2.DoorPositions.TargetPartUp.Position})
			Tween_Door1:Play()
			Tween_Door2:Play()
		end
		
	else
		if LeverStates.Door1Lever == true then
			local Tween_Door = Tween_Service:Create(Door1.PrimaryPart, tween_Info,{Position = Door1.DoorPositions.TargetPartDown.Position})
			Tween_Door:Play()
			
		else
			local Tween_Door = Tween_Service:Create(Door1.PrimaryPart, tween_Info,{Position = Door1.DoorPositions.TargetPartUp.Position})
			Tween_Door:Play()
			
		end
		if LeverStates.Door2Lever == true then
			local Tween_Door = Tween_Service:Create(Door2.PrimaryPart, tween_Info,{Position = Door2.DoorPositions.TargetPartDown.Position})
			Tween_Door:Play()
		else
			local Tween_Door = Tween_Service:Create(Door2.PrimaryPart, tween_Info,{Position = Door2.DoorPositions.TargetPartUp.Position})
			Tween_Door:Play()
		end
	end
end)


while wait(5) do
	Power_Amount -= Power_Decrease_Amount
	if Power_Amount < Minimum_Power then
		Power_Amount = Minimum_Power
	end
	print(Power_Decrease_Amount)
	print(Power_Amount)
end

1 Like

I recommend using the Color3.fromRGB() constructor instead of Color3.new() since you’re providing values within the 0-255 range rather than the expected 0-1 range.

1 Like