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