Roblox tween door. My goal is to open a vault by using Tween Service.
Roblox tween door since theres near to no documentation on how to clearly easily do this on roblox. I completed all the steps however it didn’t work as expected. (07. I wanted to apply this knowledge to doors I plan on implementing into my game. car_body, Hello, I want to tween (rotate) a motor6d on a pivot as the title suggests. Activation local Angle = Hello. So I detect how many people are near the door Hello! I was attempting to create a system that would create a table with only certain models, and then have the primary parts of those models be tweened by one tween. Replace line 9 with this if hit. Then, using TweenService, you can tween the door’s primary part and, provided you’ve welded it, the door model will follow. 021, 4284. Im stuck on what the process would be to applying this, since some doors will have different properties than others but mainly that they are being replicated. I’ve managed to achieve the majority of this using TweenService like so: BGM-AK-discoveryAK-saltwaterAK-goneAK-new ageplugin- https://devforum. WooleyWool (AWildWooleyWool) May 23, 2020, 8:12pm #1. i verified the hinge moves, and just setting the orientation does indeed open the door, so i dont know what the problem is? the door is not anchored when i manually open the door, and then activate the prompt, the door Hi!. Then I simply tween the CFrameValues’s value and apply the changes to the model using Model:PivotTo(CFrame. However, whenever the function runs, it doesn’t work and gives me this output error: Unable to cast to Dictionary - Server - ELEVATOR:29 Here is the code for the door: function door(oc) if oc == false then local tweenright = tweenservice:Create(elevator. This will require the model’s PrimaryPart to be set. Parent local Tweeninfo = TweenInfo. And still the door opens like this: This is my code: local TweenService = game:GetService("TweenService") local Model = Boom! You've created a door fully set-up to be tweened. Color3 = Color3. Can anyone help me? What solutions have you tried so far? Tried looking up videos and other stuff and the door wont go up. Explosion local Players = game:GetService("Players") Goal = {} Goal. Linear, Enum. Angles(0, math. HingeOpen. new( 1. Create a CFrameValue. If you want it to take half a second then you would use TweenInfo. Hi, So I made a single door, and it opened using the Tween service, but now I’m trying to make it a double door with each one their own hinge and weld, but for some reason, they don’t open. Changed event connected to the CFrameValue. A simple door opening should probably be TweenService is one of the many Services in Roblox Studio. Parent local PressStartText = gui. I’m trying to make a door system for my game i used TweenService to try to make it work, but it didn’t only the PrimaryPart (the Hinge) rotates - I used a Highlight to verify. Event:Connect(function() local tweenInfo = TweenInfo. When I use I am trying to make an elevator that has sliding doors I am storing the elevator model in ReplicatedStorage and cloning the model to a generated map. Follow this amazing Roblo If I rotate the model in studio it works wonderfully and swings open like a door. . It works amazingly, and it looks good, but I have one slight issue. zalek is the name of my car. I have no ideas, so if you know how to do it pls tell me. If possible, could I also make it a group rank door? Opened Door Closed Door The script I’m using: I have a script which makes the door open and close making it look like that a intruder want to go in there. What solutions have you tried so far? I i just don’t know whats wrong. I’m making a door and I’m using TweenService to get the doors to open and close smoothly. Parent local Saber = Tool. CFrame. I want the door to swing outward based on the player who activates the code. I don’t get any errors so i don’t know how to fix it. What do you want to achieve? Keep it simple and clear! I want to interpolate multiple objects using TweenService and WeldConstraint. It’s a very simple method of TweenService. ) (picture of the hinge part, does not rotate) local ts = game:GetService("TweenService") local doorModel = script. (3432. MouseClick:Connect(function() utilityModule:tweenModel( door, door:GetPivot() * CFrame. The ClosedPos The OpenPos is the same thing but just oriented differently. I’m trying to create a script to tween double doors closed by shrinking them, but I’m having some trouble. If this is a model, make sure you use PrimaryPart instead of treating the model as a BasePart. 5 local tweenInfo = TweenInfo. And use a . This is my layout in the Explorer: Swing - a one of the most realistic door engines on Roblox. However it’s slowly and I want it to be fast. (Custom tween); - Door name; - Door open degrees; - Automatic closing; - Opened doors on start (if Hello developers. 116) rightOutGoal. But when I do that it resizes in both directions instead in 1. Code: local open = false local Hinge = script. local BlastDoor = script. It has a control panel, keycard sensors and sensors on the floor to detect people. cd. Video that shows what happens: Relevant Code (not the whole script): function DoorModule:OpenDoor() If you have no idea how to script, this door is for you. It has realistic animations and allows users to customise like everything! As we said, Swing has realistic In this video I'll show how to make an animated door with the use of TweenService. The script mainly works, but in one specific case a tween doesn’t play, but is shown as completed. A Tween targeting SwingValue can tween its heart out, and RunService will repeatedly update the door (and all its parts) to the appropriate position. I’m actually making a game that has doors like this. Transparency = 1 Goal. I am currently in the process of creating a door using PrismaticConstraint to check various behaviors, and have found that apparently if the Speed is too slow, the part will sleep and not work properly. Hello im making a game where when you trigger a prompt to open a door, a screen gui slowly appears with tweening to transparency 0 but i want to make that screen gui visible for everyone and when i script it, only the player that use the prompt on the door have that screen gui thats not what i want Developer Forum | Roblox Tween all players I think you need to use ProximityPrompt | Roblox Creator Documentation and TweenService Then use wait to create a 3 second delay before the door will repeat the same Tween in reverse to shut the door. Should I make the Tweens on the client instead? So for instance: ServerScript in door model: local object = workspace. Position - door. You can use RunService. Roblox Reducing Lag of Tween. How can I make everything move? I cannot add multiple parts into the table because Position can only be in there once. Once each of the clients get’s notified, they can do the tween. PressStartText local tweenservice = game:GetService("TweenService") local Tween_Info = TweenInfo. Can’t manage to figure it out, would appreciate some advice 🙂 So far the only solution I’ve thought up is to tween by taking the doors current rotation and comparing it to it’s open/closed rotation (math. In) local tween = TweenService:Create(cooldown, tweenInfo, {Size=UDim2. I’m unsure about the best approach to fix this. self. If you are creating, for example, a car chase, where one person is on the run, and possibly hits obstacles from time to time, you can add a hood that gradually breaks, and moves up and down slightly with each “bump”. I also welded the handle to the base of the door. rad(-45), 0)) } -- Create the Tweens to Open and Close the Door local openTween = TweenService:Create(model, TweenInfo. Heres script: local ts = game:GetService("TweenService") local part = script. CFrame * CFrame. Orientation} local Tweenservice = Good afternoon! I am working on a script that will animate door objects when a player touches its respective Htibox. For now I would recommend tweening a hinge with a door welded to it on a LocalScript. Door1 = I know this happens because of how orientation works, going from -180 to 180, etc. Y) (rootOpenRotation being the rotation that would be expected when the door is open ((current rotation plus 90 y), and rootStartRotation just being the When I open my door it does a 360 turn and then opens/closes. new() local Context: I’ve been trying to create a script where a part’s orientation changes when a ProximityPrompt is activated. new(4, 0, 0)) local tweenleft = I have a problem with my door script which randomly generates a number which will be the speed of the tween. You can change BrickColor, Position, Size and Orientation with Tweening. We recommend entering without a guide; use each death as a lesson. I have tried fixing the problem with the devforum solutions, but It keep refusing to tween the doors properly. If it’s 90, it’s open 90 degrees. Orientation} local OPenGoal = {Orientation = script. I’ve found some odd things while testing stuff related to In this video I'll show how to make an animated door with the use of TweenService. Anchor it, and name it “Hinge”. new(openTime) local tween = TweenService:Create(door, tweenInfo, goal) Got a tween script with rotation, it doesnt play. Saber local UIS = I am using the following (unfinished) code to script a hangar door opening. Everything working correctly except that it’s rotating. A horror game involving doors. 25, Enum. Please see the edit below which has a link to a tutorial on tweening models or post #2 for a summary of how to perform the method! EDIT: I see this post Because TweenService doesnt allow you to change a models CFrame. Obviously if this door was going to be on a static object I would normally use TweenService to achieve this but since the door will be mounted on a model that will be moving around, changing orientation etc frequently I am unsure about the feasibility So i have a weld constraint connecting a door to a hinge, and on a proximity prompt, opens the door. local willPlay = guiObject:TweenPosition( GOAL_POSITION, -- Final position the tween should reach Enum. Y - doorModelRoot. IsOpen. Below I have added a video. How can I fix this? Code if needed: door. I honestly wish this solution didn’t have to use a ValueObject, but since Fizzy is tweening the door, it can’t directly tween using a pivot. Greetings everyone So I have made this sliding door system for one of my projects. I don’t play both tweens at once. InOut, 0) pp. Triggered:Connect(function() -- On prompt use if debounce == false then debounce = true prompt. GetPivot() * CFrame. Workspace:WaitForChild('E') local tweenService = game:GetService('TweenService') local play = true local info = TweenInfo. Hi, this is probably a stupid question, but how would I go about tweening a part to rotate to set positions? (180, 0, 0)} local tween = ts:Create(part, ti, propertyToTween) tween:Play() Hey! So I made a Door Tween and it’s working fine but for some reason when I switch to “Current: Server” in the Studio the door is still closed even tho i literally opened it 2 seconds ago? When I tried it ingame with a friend the door opened for both of us synced but in Studio its scuffed I need it to work on the server-side because i got an NPC who is hunting Adding to the previous reply, it is better to use relative CFrames rather than setting them manually in the script. McDonalds Discussion starter 4 posts In this video, I will be showing you how to make a simple Door using the game service Tweens. 1, Enum. This saves a bunch of time because you don’t have to keep on play testing to see the effect happen; instead, you can preview that effect right in front of your eyes without touching that play button! The plugin’s UI is beginner friendly, so there isn’t any In this video, I will be showing you how to make a simple Door using the game service Tweens. Parent local TweenService = game:GetService("TweenService") local SoundService = game:GetService("SoundService") local Sound = SoundService. local tweenService = Hello, you can use TweenService like you would with any other object. Hinge is anchored, handle and glass are not. Size = Vector3. How can I do this? Connect the second part to the elevator door using a weld constraint, Connect both invisible parts with a weld. How do I do it? local TweenService = game:GetService("TweenService") local hinge = script. I want them to come out, and then to the side. EasingDirection. SCRIPT print(1) I want to create a door that rotates around a hinge using tweenService. I am making an unanchored door which the player will be able to weld onto moving vehicles and other unanchored parts so I can’t tween the door Developer Forum | Roblox Help Tweening a Model's Orientation. Tween the cframe value to the desired cframe but, before that, add a getpropertychangedsignal: value for the cframe and update the doors primary part cframe everytime that event fires. It worked, but I decided that I would make the door move only for the client that opens it, so people don’t try to close the door on others. roblox. should work well if you make sure to replace the variables with the correct names! If the door swings Tweening is a way to interpolate a part or ScreenGui. Edit: oh yeah and also your debounce is messed up. When the elevator is moving down steadily before it stops, as you would expect a regular elevator to, but the elevator jitters while moving and I don’t know why it is doing so. Jump to Latest 1K views 2 replies 3 participants last post by DanVallance Feb 17, 2018. C0 * CFrame. local tweenService = game:GetService("TweenService") local d1 = @Otlichno My advice to you would be to do this on the client. Hey, I’m a bit late but i just fixed the problem with a function. I set the ClosedPos as the primary part of the model. TweenService local Explosion = script. I tried to make a tween where the door handle would move when clicking but the door handle can’t be tweened if it’s welded to something. Swing - a one of the most realistic door engines on Roblox. But tweening on the server is like bad or something so I made a RemoteEvent triggered by a Script that would listen for a click detector, and every client would have a client script listening to the RemoteEvent and will tween the door when OnClientEvent Make a CFrame value and set it to the door’s cframe. Here is my workspace. door_open local CloseSound = If I have an angle between 0 - 360 degrees as a variable, how can I go about using tween service to tween the angle using the shortest angular distance What I’m currently doing is just creating a NumberValue and just tweening the value of that to whatever angle I need - this creates a problem, but let me first explain what I’m doing. local TweenService = game:GetService("TweenService") local door = script. new(0. I want to know if thereâ s an actual way to weld the doors to the train carriage Hello, I am trying to create an animation for a door and I tried to add welds to move the model and not only the part but I have only the “Handle” part which is moving when I click on my door handle. Name then The door open and close tween functions do not work, and frankly I have ran out of ideas on how to fix this. 6, 0, 0. im just learning tweens but i think this should work. I have a problem with using tween service to move other parts physically. TweenService:Create first argument requires an instance to tween. I used CFrame because I want the door to move 6 studs up when opened and 6 studs down when closed. Parent local door = script. But it is not working. PrimaryPart local randomSpeed = Random. Developer Forum | Roblox Trying to make a elevator with TweenService. -- Services -- local RunService = Check out DOORS ️. I understand to scale a part in a single direction you have to tween both the Size and Position properties, but I can’t figure out how to move the beam part in the opposite direction, my I’m currently working on a door tween function and my current solution is convoluted and slows down my workflow as it require I use two invisible parts to keep track of every door’s open and close position. Here’s a picture of the vault door with arrows indicating wanted movement: And here’s an illustration of what the door should look You need to tween that weld individually. If the You have numerous options now. Hi, this is probably a stupid question, but how would I go about tweening a part to rotate to set positions? (180, 0, 0)} local tween = ts:Create(part, ti, propertyToTween) tween:Play() Hello :wave:, I’m trying to make a tween work with a look vector, however, instead of tweening to the desired position, it just teleport. Hey! have 2 tweens and play them at Leave closed as it is, and rotate Open so that the door would swing on it as if it were a hinge. when i test the script the door just doesn’t move. What do you want to achieve? I tried to make this code where if you had a specific card and used the proximity prompt, the door would go up and then come down but I really don’t know what to do. Quad, Hello everyone. It’s one of the millions of unique, user-generated 3D experiences created on Roblox. Hello Roblox Developers! Today, I decided to share my knowledge on how to make a Key Card door since many of the tutorials on YouTube either give links to models or show you how to make a CanCollide on/off door. Character local doortochar = (char. local door = script. Here is a video of my issue: My code: --// Services local Developer Forum | Roblox "Can only tween objects in workspace" Help and Feedback. There are This is how you SHOULD Tween Doors, so they're smooth and not laggy. rad(rootOpenRotation. I’m making a proximity prompt door but it doesn’t seem to be working (gif here). This is where the problem starts. What is the issue? When rotating by -180, it only rotates one direction, ridding of the “gear” effect. The only difference between this door and Because TweenService doesnt allow you to change a models CFrame. CFrame local openTime = . The third argument, the property table, should be a mapping of property keys to goal values. I notice some games likely don’t use hinges or How do I tween the rotation of a model, I’ve tried using CFrame. Position). This runs fine in studio but not in the actual game. Edit: Acutally, it’s a good idea to let the client handle tweens, so the server should fire all the clients once it gets the click event. Or put an AlignPosition in the door part that tries to keep the door edge at one position, again with a very Let’s say I am trying to make a saber and want it to be activated which can be done by resizing the light part by doing that I need to tween it. Help and Feedback. heres the problem: the door isnt opening. Note that properties should be separated with semicolons (;) and TweenInfo describes how long a tween should take, whether it should repeat, and the style of the tween itself. rad(0),0) [obviously chaging the numbers] and CFrame. I am using server scripts to tween it. After a grueling amount of testing, I managed to make the door activate on a remote event; however, when I So far the only solution I’ve thought up is to tween by taking the doors current rotation and comparing it to it’s open/closed rotation (math. local TweenService = game:GetService("TweenService") local hinge = Hey everybody, Iâ m trying to tween some train doors but the problem is, you canâ t really tween an unanchored part. Value and 5 or -5)), In this video I'll show how to make an animated door with the use of TweenService. Im trying to make a tool that when activated spins upside down and when activated spins back to its normal rotation, but the tween is moving the part in the wrong direction and it doesnt spin in a full circle but rather spins upside down and spins back to normal via the way it spun upside down. Value) Currently the code tweens just fine, but it only tweens in a certain direction. GetPrimaryPartCFrame will grab the Models Current I have a server sided script that detects when a player is near a door, and then slides the door open. local tweenInfo = TweenInfo. Current Code: local gui = script. Parent local TweenService = game:GetService('TweenService') local doorTweenInfo = Hello everyone. The user’s hardware could make the door not swing perfectly. My game has many animated doors, and their positions need to be the same for all clients. I have animated many doors in the past using TweenService, and although the animation is smooth on the server, it can turn out choppy on the client. When at a certian time of the day the door will open and at later in the day the door will close until the morning. SpawnsPolice. Should I implement a tweening system to ensure it moves to the left while resizing? Here’s my script: If you have no idea how to script, this door is for you. (edit: PLACE IT WHERE THE HINGE WOULD GO ON THE DOOR! WHEREVER YOU WANT IT TO ROTATE FROM!!!) Unanchor the door and create a weld constraint that is parented to the door. If you meant rotating open like a door, mess around with the Pivot of the part since that changes where the part rotates from Hello, I have followed this tutorial on how to tween locally. I’ve been stuck on it for a day and was wondering if anyone else can see what the problem is? The broken code is posted below. new(10,10,10 ) Goal. But when I press Server mode, it shows the door is still closed. Super easy. Code: local Floor = {} function Floor:Start(RFloor) local NormalPos = I want script that will rotate my part by 360 degrees, i made one, but when i try to change it to 360 its don’t work at all. When Locked then the player can open the door. However, despite adjusting the right Z axis, it expands from both left and right, which is not what I want since curtains don’t behave like that. TweenDoors. What is the issue? Include screenshots / videos if possible! I have several unanchored cubes welded to a sphere using Weld Constraint, but when I interpolate the sphere, the cubes don’t move with it. I made a handle to it and i want it to go down like you would hold it down. Here it is: local tweens = {} local runService = game:GetService("RunService") function tweenPivot (object: Model, t: number, newCFrame: CFrame) if tweens[object] then tweens[object]:Disconnect() tweens[object] = nil end local startCFrame = object:GetPivot() local steps = 1 / t local Tween is a service that roblox gives use to easily interpolate properties this can be any property we want and any instance type we want for instance we can tween BlurEffect. we also have Tween. I am currently moving all of the tweening operations in my game from the server to the client. fromEulerAnglesXYZ(0,0,0) with the correct code behind it, presented by tutorials, but to no avail, since nor the primary part or the other parts in the model rotate at all. When I try and weld other parts to the TweenPart it does not move or anything. To do this I have jumbled up a few of my existing scripts to do this, as usual, it didn’t work. I am trying to make a group door open from the left side of the door so it can swing out, and not just turn from the middle. Developer Forum | Roblox Train Door Tweening. Instead, one part of the door moves upwards and the other moves the right way. I will make this as short as possible. local doorRoot = door. I keep getting errors like: SpinElevator. 1101sky21e_JPN (Miyu) February 21, 2023, 2:56pm #1. Parent local hinge = door. left local right = model. There also seems to be a bug with the door (It moves to the right/left, instead of vertically). 5) and so forth. Here is an image illustrating my goal and comparing it to what happens. I am using tweening to open the door. Parent local targetCFrame = door. I would be glad if anyone has a solution for this Hey Devforum, I’ve got a train with door animations made (with the ROBLOX animator) and I’m trying to figure out how to make train door animation play in-game. rad(100), 0) So my game has a lot of Tweening objects like doors, curtains, levers, etc. I do not know how to handle doors opening The model in the tutorial requires at least 2 parts: The main part for how the door looks and the “Hinge” part that the door rotates around. Angles(0, Developer Forum | Roblox Tweening a part's rotation. The door hinge tween has different parameters than the door latch. Bounce, I want to play a sound for opening and closing a door, but adding the sound to the tween causes the tween to lag, requiring you to double click the door to open it, and it also plays all the sounds wacky like, this is the code, what do I do? local click = script. Name == player. So far I’ve tried this (and MouseButton1Click) but so far nothing has worked and there’s no errors. The root was tweening perfectly, but the rest of the model wasn’t following the root as intended, and was just stuck in place. com/library/5906947971/Model-WeldOriginal Forum Post: Animating a door has more of an advantage especially if you want to make the door slam open, hit the wall, and bounce forward again. Out) local isOpen = false Hi, I’m working on a curtain system that expands from the left side. new(1, 0, 0. com/channel/UCqci5Y4TACwuEuM92EQolJA/join#roblox #doors 3. Example: local tweenservice = game:GetService("TweenService") local isOpen = false -- ProximityPrompt Trigger Here if I am trying to get a door to open with a position-tween using a proximity prompt, this script does not work and I can’t find the issue. 2022) There’s been a few times where new posts have mentioned a method already posted, especially the weld method. Video that shows what happens: Relevant Code (not the whole script): function DoorModule:OpenDoor() So I have like mini door of a postal box that is supposed to rotate when a proximity prompt is triggered. com/t/tweensequence-editor/218976thanks for watching#roblox I want to create a door that when pressed, smoothly rotates around a fulcrum (like a real door would) then if I click it again, it closes. local main = script. TweenInfo that allows us to customise the tweens most notably EasingStyle. There is 5 models and each models have close, open and door and door is bar or side one. I’m using TweenService to accomplish this. The “CanCollide” part of the system also works perfectly fine, so I recently made a door that can be opened with a click. This is what the tween script looks like. Linear, -- EasingStyle Greetings Developers. Triggered:Connect(function(player) local char = player. I have tried literally everything for hours: CFrame, pivot to, both with and How do I make a door like in the video? I made it last year, but I can’t seem to find the tutorial on it. ProximityPrompt. Sound local So I’m trying to create a script that makes a part move / tween for a specific client, which means that the part should not move for the other clients, and rather just stay in the original position. Originally, I had been tweening it on the server, however, I noticed that the faster you try to make the door, the more choppy, If you mean sliding, then you can just tween the position of the part to a new position, or you could tween the CFrame instead, which I prefer. You can change the duration of the tween by changing the first argument. CanCollide = false Hello there. Here is my code for that: door. I tried representing my issue: It doesn’t drop like a normal door would, starting from the ground. The opening animation is fine, but the closing animation is, uh The ghost part is selected so you can see that the issue is with the original tween. I’m using CFrames You've created a door fully set-up to be tweened. You can’t tween a model directly, but you can tween the model indirectly by tweening a dummy CFrameValue with a Changed listener connected that will smoothly move the model with the tween. MouseClick:Connect(function() if Open == true then local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo. HumanoidRootPart. 657, 1653. [Video Example] [OpenDoorScript] Located Inside the Door Mesh. Edit 2: your db is set to true at the start, but the if statement is checking if db is false What do you want to achieve? Set the rotation direction of Tween. Good luck! I’ll probably take this down or completely overhaul it someday, and probably just distribute a modulescript that gets the In this video I show you how to make a automatic door with a tween animation for your Roblox Studio game! Great for many game types and easy to reuse in mult I am back for now, so I will hopefully be making more content for y'all. In theory, the doors should I need help with a tweening door. Parent local door = workspace. It does not even change position on the server once the local tween has finished. 5, Enum. This would be simple if my game did not have StreamingEnabled. The only solution i’ve thought of is tweening the vault in increments but the problem is that the tween would stop for a little bit and then continue (I would like a smooth tween instead of I’m trying to recreate the Portal 2 vault door, but I’m not sure how to tween it. It has realistic animations and allows users to customise like everything! You said realistic. I handle the Tweens on the server, and Im surprised how laggy the Tweens are when handled on the server. I construct the offset cframe between pivot point and wall, as pivot_cf:inverse() * wall_cf. Without anything changing, the tween suddenly stopped working for the doors. Any help with this? Video: Code: local TweenService = game:GetService(“TweenService”) local model = Hello! I’m trying to make a Door Tween, where 2 Doors slide open whenever I type a command I made. Right now, I am trying to make a system that updates it on the server after the tween finishes instantly, and I was wondering if there was a way I could automatically apply the Hey there, you cannot compare hit parent wich is an character, with an player. Parent local info = TweenInfo. I wanted to rotate both models at once by welding them to their root and rotating that instead, but I’ve came across issue. Parent:WaitForChild("ClickDetector") local tweenService = im trying to make my car door rotate upwards like the car model on the left but it wont open. The problem I have found its the tween slices the doors in the wrong way once the rotation/orientation is changed. Touched event and . Please make sure doors are in the “closed” position during the start of the game (before the script runs). Parent local TweenService = game:GetService("TweenService") You could animate the door using any ROBLOX animation tools over a 5 second timespan, then playing that animation in . Hinge local activationPart = door. Here is the code I have made so far. 0156863) local Info = local pp = script. Unit local doorangle = door. Comment anything you would like me to make a tutorial on, please!Also, if you have an Plugin: https://www. TOP_DOOR local SIDE_DOOR = so im trying to make a door have an opening animation and a close animation. I have attempted this several times without success, so I am reaching out for assistance. I would have used HingeConstraints if there wasn’t a possibility of glitches. ⚠️ Loud sounds, flashing lights ahead! Headphones & max graphics recommended ️ Join the LSPLASH group for a free Revive! ⭐ Buy (and wear) our UGC for I am trying to make a group door open from the left side of the door so it can swing out, and not just turn from the middle. I’ve tried using reference from my other game I have been looking at this for hours, and still can’t find an answer to this problem. This issue is, the train needs to stay welded while it animates. rad(1), 0) local local doorGroup = script. Now you can tween the weld’s C0 property with a script, btw don’t tween the weld’s C0 to the position that the door is supposed to be at, tween it to the position that the second part is supposed to be at relative to the first part Hello, I am trying to have a door that can open and close. ProximityPrompt local Part = script. Something like this: I am using the following formula to tween the door: local I made a script which lets the player open and close a door with a mouse click. Hinge -- Assuming this is your hinge part local clickDetector = door. Here's a script that I created for you. You can get inside the House (actually you get teleported in to a bigger room) but ITS difficult to Script a Join this channel to get access to perks:https://www. Note that properties should be separated with semicolons (;) and I am making a system that animates a door, but I have it on client side for smoothness. You can write your topic however you want, but you need to answer these questions: I want to make a door that can open and close with a proximity prompt! With the script, I have added print statements, all of them print when required, but the tween is no playing I have watched a tutorial and looked on the Developer forum and nothing helped. It’s obviously not supposed to open like that. To simplify the process, I am using Collection Service to tag all models in the Doors folder as “Door”, and the Hitbox as “TouchPart. My goal is to open a vault by using Tween Service. I’m creating a laser beam effect for my game and I’ve been searching the devforum for a solution, but I can’t seem to figure out the issue with my position tweening. Only one side of the door opens (the right side). since I want the entire door to be anchored. Please help local TweenService = game:GetService("TweenService") local model = script. My code: -- Doors local left = script. Parent local Player = Ive been made aware by how much more efficient it is to use client side tweens instead of using them on the server. In this video, I will be showing you how to make a simple Door using the game service Tweens. Each time a Humanoid touches the hitbox, it’ll insert its name in a table, and if it leaves, it’ll remove it. I used Tween Service to move a train model so it can move players from a station to another (look in “Example 1”), but I realize that once a player jumps off of the seat or just don’t use the seat at all, the tween will ignore the fraction between the player and the floor (look in Currently when my part tweens it scales in all directions, however, I just want it to scale on one axis. RightDoor, tween, Vector3. 3, Hello! I’m trying to make a Door Tween, where 2 Doors slide open whenever I type a command I made. I would’ve used a HingeConstraint to rotate the handle but there is currently a bug causing it to not replicate to clients. My issue is that the tween does weird rotations and movements before landing in its final position. I want the orientation of this model to rotate randomly, but in a smooth manner. Today I brought it upon myself to create some new doors for my game as I made the old ones in a rush. My script: local TweenService = game:GetService("TweenService") local group = workspace. I had So I have a door composed of different elements which I want all of them to tween at the same time. Previous doors that I’ve made were done using a for loop to set the pivot from angles 0 to 85, but I got told one day that I could Tween it, despite previous attempts having failed. I tried multiple ways of making the door open and close but this one is the closest I got to working. Door. Before i added the ClickDetector elements in the script, the tween worked without problem but now it doesnt tw The above tween will set its Position to (1,1,1), set its Material to Neon (the material that makes it glow), and its Color to (234, 92, 103) on the RGB scale, which would give a salmon-like hue. Inside the RenderStepped function you can do a for loop to fetch all of the doors, and for each door you can utilise Hey there! So recently I’ve been trying to make it so when I click a GUI button, a part tweens and a part changes color. LookVector local dot = doortochar:Dot(doorangle) if I followed this tutorial (Introduction to Tweening Models) on how to tween models. FloorScript:8: invalid argument #1 to ‘new’ (Vector3 expected, got CFrame) - Studio etc. The reason it runs is because when the table is created, it runs the I created a door system that functions with proximity prompts, allowing players to open, close the door. CFrame = doorPlaceholder. As an extra, there's also explained a way to lock it for specific group ra I have a Truck model which has a door model that needs to be welded to the PrimaryPart. The old classic way to tween is to go like: Tween1:Play() Tween2:Play() But I can’t really do this because it waits for Tween1 to finish and the goes on to play Tween2. Parent local doorHinge = door. That being said, what is the best way to animate a door so it looks smooth on the client? Would it I’m working on a door model, and one of the features involves the doorknobs of the door rotating when it’s opened, right now this is done by tweening the motor6ds of the individual doorknobs. Here is my current script: local TS = Hello, This script is fully functional except for the fact that the UI’s size decreases upwards. Sine, I have tried using many methods like while true loops and so on and noone seemed to be successful. The thing is - i have no idea how to do it. 408, 1653. The doors don’t really open back up right if the player is near it while the door is still closing. local function TweenC0(Motor, EndCF) -- always use local variables, TweenC0 has been made local local prop = {C0 = EndCF} local info = TweenInfo. Please see TweenService:Create() and TweenInfo. They could also take a look at the script and learn something from it. If I open the door, then close it but I press open while closing. Right now your tween takes one second. Value) Firstly, the door actually has 3 hinges all welded to the door, and are scripted to tween at the same time. ToxicalGamer2006 (ToxicalGamer2006) models dont have position so I cant use it but I cant tween the doors up or The Advance way: Here is a example from the Developer Hub:. Bars local hinge = script. In) local function Hmm, perhaps the problem is the tweens where you are creating a new tween every time you call the function. If anybody can help me that would be amazing! Thank you! -- local door = script. When the time of day hits 6pm the door is supossed to close but when it does it doesnt close completely and starts to shake back and forward but when opening it works fine. My issue is that the door just instantly teleports there and I need to use TweeningService to change that but I’m very confused and I cant implement it on my script. In, -- Direction of the easing Enum. Only the sphere moves. Hinge. The solution from also the same documentation: If a welded part’s CFrame is updated, that part will move Hey, I’m a bit late but i just fixed the problem with a function. Anyway here is the local script that takes care of the elevator system: local TweenService = game:GetService("TweenService") local ReplicatedStorage Hello everyone. It also applies to other great tweening practices and objects. Video: Script: local tool = script. Developer Forum | Roblox Help Tweening a Model's Orientation. The problem that I am having is when I try to . You can tween the Offset of the weld between Unanchored Parts to make one slide, or the Orientation to make it rotate. Bars local prompt = Hi there people I want to create a sliding door for an aircraft but frankly I have no idea how I would go about doing this. It can be used to create a door. Door local hinge = doorModel. So I am trying to give up on doors that work with physics and try a different approach. local function Open() if OpenValue == true then return end local RightSlideTween = TweenService:Create(RightRoot, SlideInfo, {CFrame = Hey there, How would I be able to make this elevator tween down? This is what I want it to look like: (sorry its a bit unclear) And this is my script: local TweenService = game:GetService("TweenService") local TOP_DOOR = script. I basically need help with knowing how to rotate a tween so I can make the orientation specific or know how to stop it. Enabled = false v. There’s at least 2 rotating parts that need to rotate at the same time. The elevator starts off moving normally, however it jitters and can Hello! I got a little problem I’m making a 4 crystals is rotating around player Well I make it but the tween are spamming and I don’t know how to prevent it I tried do debaunce but when I did debaunce it was tweening everyone part slower What I’m exactly doing is magic (yep) Well I don’t know how to fix it So I’m asking you if you can help me There is needed resources Is your local ot instance correct? I don’t see “d” being defined as an instance in your TweenService:Create(). I understand this is to do with using the Vector3, however is there anyway this script can automatically work with different rotations whilst keeping the same basis? Thanks. It's secure and fast. 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. Parent local leftDoor = model. Not only will this make the process smoother as it avoids network lag, but it will take the strain off of the server. I want to animate a door and I want the animation to be smooth. I tried looking on devforum but found nothing that worked. CFrame local Trying to make a simple door open however whenever a player collides with it, the door glitches out due to it being unanchored, but it is necessary to have the door unanchored for it to move. Green rotates 90, blue rotates -90, and red rotates -180. broken script: local Service = game:GetService("TweenService") local Prox = script. 899, 4294. It could also be used to make something spin. I decided to use TweenService for the doors so it would have a smoother animation, but when I tested it the tween played 2-3 seconds after I clicked the button and I am not sure why. SpawnDoor local button = group. HingeClose. PostalSounds. should work well if you make sure to replace the variables with the correct names! --variables. EasingStyle. But models don’t have a position property What I came up with Tweening the individual parts but the script doesn’t like it (It’s a localScript) Roblox has an official code sample for model tweening! It’s very lightweight and covers the necessities 3 Likes. new(255, 0, 0) which is RED. new(5, I want the handle of a vault door to rotate multiple times while the door opens. ClickDetector. local DoorSwingInfo Hi there, i have made a door tween that works perfectly. (Or else it’ll fall apart) Also, I’d like to not use a new form of animation (Tween or Lerp Etc) as it’ll take too long Thanks, Sasial PS: I’ve I’m trying to make a door tween script and everything is working expect for the door close tween is tweening weird Video: Code: local Collection = game:GetService("CollectionService") local Doors = Collection:GetTagged("Doors") local Tween = game:GetService("TweenService") local doortweeninfo = TweenInfo. Value) So my first approach to a door is to have a Script that would tween the door open when a click detector was pressed. youtube. Once you have relative CFrames, moving the doors around will not break the script. When the tween rotates it, it rotates off the base of the knob. Iâ ve tried welding the train door to the carriage and changing its C1 property and it moves, but it doesnâ t move into the position I want it to, instead it goes off in some random place. Any help is appreciated! <details><summary>The script</summary>local opened = false local OpenSound = script. 993)}):Play() Hi, I’m using the age-old ghost tween to make a door open. new( 4, -- Time Enum. Hinge local goalOpen = {} goalOpen. Set the constraint’s “Part0” to the Door, and “Part1” to the hinge. I need to make a opening tween overlap a closing tween if the closing tween is playing. Any help is appreciated. L You can write your topic however you want, but you need to answer these questions: I want to make door which slides down at the same time button slideing down (biggertween2 is error) **Second tween service having e Hello everyone, I’m currently making a sliding door for an airport game. Workspace. I also want to get rid of the need to weld door handles and etc. It works and plays the animation in one game, but not the game I want it to run in. Rotating the model will then rotate from the hinge I need the doorknob to rotate when the player opens the door. Y) (rootOpenRotation being the rotation that would be expected when the door is open ((current rotation plus 90 y), and rootStartRotation just being the I want to tween-rotate a wall on its edge (falling over), instead of default centered rotation. ClickDetector The reason from weld constraint documentation: If a welded part’s Position is updated, that part will move but none of the connected parts will move with it. 985, 9. The output displays that everything went fine, but no visual changes happen. 816, 76. 11. CFrame = hinge. I know that the principle of tween models is that they are My notation was to make 3 different non-repeating tweens, each with an increasing -30 to the Y axis orientation. Below are screenshots of the model and the script: (part0 of the welds is the hinge, part1 is the glass and the handle. The reason it runs is because when the table is created, it runs the To fix this, create a new part that is invisible. Sounds simple, but surprisingly I haven’t been Hello Developer, i have Made a Candy House for my Christmas Game. Parent local prompt = script. After a grueling amount of testing, I managed to make the door activate on a remote event; however, when I Developer Forum | Roblox Remote Event Tween. This plugin allows you to create and preview tweens without needing to go into Play or Run mode, or run the code through the Hello I was able to make this rotate but its always resetting it to the default value, is there a way to make this script smoothly tween and loop perfectly? local tweenService = game:GetService("TweenService") local changes = { C0 = motor. ReplicatedStorage. Could someone help me understand what the issue is? I appreciate any help, thanks! 🙂 You can find my script and others below: (as you can see each hinge as their own weld with What do you want to achieve? That my tween plays What is the issue? It’s not playing the tween What solutions have you tried so far? I’ve tried looking it up but I couldn’t find anything This is not the whole script local Door = script. Down below is the part of the script that doesn’t seem to work. Still gonna drop it BEFORE BUMPING: THE WELD METHOD HAS ALREADY BEEN SHARED. new(1. SCRIPTING PART --Here's a script that I created for you. Sine, -- Kind of easing to apply 2, -- Duration of the tween in seconds true, -- Whether in-progress tweens are TweenFlow Lite [Beta] TweenFlow provides an interface that allows you to easily create and preview tweens. The script I play the tween so far are: My door script (local script inside starter Developer Forum | Roblox Tweening a part's rotation. Doors. How do I fix this? My code: Open = true ClickDetector. local TweenService = game:GetService("TweenService") local model = workspace. What I use to tween a model is. So, if anyone could help me yto fix this, I would really appreciate it! local Door = script. winner394747 (winner394747) April 9, 2022, 8:57pm #1. Help and So, I’m using TweenService for a door that I’m making. This does mean you have to weld every part of the door to the primary part in order to achieve the desired effect. I started working on this because I felt that tweens only being interactable through code was tedious and time consuming. I am working on tweening a sliding door when you press it. The script prints CHECK but the tween wont play, can you not use CFrames in tweens? –The Script local TweenService = game:GetService("TweenService") local PROXPROMPT = script. I wanted to make a Slide Door using a ClickDetector and a tweening script with CFrame. As an extra, there's also explained a way to lock it for specific group ra I’m currently trying to get my head round coding a realistic automatic sliding door, essentially what im trying to do is incorporate CFrames with a tween. Position = Vector3. When I rotate the knob in studio, it looks correct. I’m currently creating a door system where a part ‘opens’ and ‘closes’ about a point, just like a real door. The actual door is just a single part. My game must have it enabled in order for it to run smoothly at all. What do you want to achieve? Yes. Angles(0,math. I have tried using ManualWelds and WeldConstaints but nothing is Use the tutorial Building a Hinged Door | Roblox Creator Documentation and just put a TorsionSpringConstraint in it with a low Stiffness to keep the door at the closed position. new(door:GetPivot(). Completed event as you are creating an entirely new tween. PrimaryPart local info = { 5, Enum. Each hinge is attached to one side of the door, the left and the right. Issue: My door handle can’t move because it is welded to the door which is welded to a hinge part. new( 2, -- Time taken for a The title says it all, this script is a serverscript in the door local door1 = script. RightVector * (door. In other words, to smoothly animate a Tween. Bar name is door. If possible, could I also make it a group rank door? Opened Door Closed Door The script I’m using: local TweenService = game:GetService("TweenService") local door = script. That’s not the even of it though, because oddly, the Tween actually plays when I press Play or Play Here. 008, 0)}) tween:Play() In other words, the UI’s size is tweening to Hello there, I am trying to develop a door that opens automatically when someone is approaching and that closes automatically when no one is near. But there’s still a lot of things to consider. Parent. Scripting Support. Door local btn = Yeah, I think the same, its only a door, or a few being solved near a player, I was just asking, if physics engine involves more calculation than a client tween, then tween would be a little more performant, unless there are more issues related with tweens on client. Obviously if this door was going to be on a static object I would normally use TweenService to achieve this but since the door will be mounted on a model that will be moving around, changing orientation etc frequently I am unsure about the feasibility I’m trying to create a door with proximity prompts that tweens itself to open and close. VegetationBush In this video, I will be showing you how to make a simple Door using the game service Tweens. Just to clarify, I’m trying to make a door tween to another position once a player has reached a certain level. For instance, you can tween HingeConstraints to some extent, you can tween speed etc. TweenService helps you move parts or models around the workspace smoothly. When a button is pressed, gears rotate. Either by having the 3 tweens tween in this order: -30, -60, -90, or having each of them tween the CFrame relatively like this: local tween = TweenService:Create(door, tweenInfo, {CFrame = door. Which would lead to the smoothest door swing possible. ClickDetector local tweenInfo = TweenInfo. rad(180),0) } local tweenInfo = TweenInfo. If local TweenService = game:GetService("TweenService") local door = game. The way it works is by assembling the tween on the server and then sending that to the client. The elevator model retains its origin position when it is in ReplicatedStorage. Parent local TweenService = game:GetService("TweenService") game. DoorPlaceholder local goal = {} goal. Script (ServerScriptService) local TweenService I’m trying to create a door with proximity prompts that tweens itself to open and close. ” Because the doors are made up of several baseparts, I am tweening the model’s rotation instead of giving it a 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. No, but let’s say you make a door that always needs to move 5 studs to the right. new(2), goal) :PivotTo is a function. I’m creating a character movement Hi, I am using a spring to “tween” this model and when moving the slide (:: Part) if the entire model is rotated 90deg the movement will go in the wrong direction. I have been working on a script that will move the text up for a few seconds, then move it back down. I searched on the Put a part where the door hinge would normally be (make it transparent if you want) and make the hinge the primary part of the model. Because TweenService doesnt allow you to change a models CFrame. It all works and all, but it doesn’t allow me to have the model at any other orientation. I did this with a WeldConstraint and it works normally (when manually setting the CFrame of the truck) However, I need to tween the truck from point A to B, it wont stay with the door. It moves like that even though only the Y axis’s rotation is meant to be changed. I’m using OOP in this script, and I’m new to it (not relevant to the issue). make a door So I'm building a Maze Runner game for ROBLOX and I've gotten to scripting the doors, so I utilized ROBLOX's built in "TweenService()" to do it. So, I want to create a sliding door by tweening. TouchEnded event. Consequently, with the timing of when the doors get opened the tween 1 gets replaced by a new local tween hence disabling the tween. probably some trigonometric function/identity to solve for angle vectors. I can’t find the reason why this script doesn’t work as there are no errors in the dev console. I’ve looked at other topics on rotation with tweeting but I’m having trouble understanding them. The weld will recalculate the offset from the other parts based on the moved part’s new position. (this is done in another script) The elevator doors / button are children of the elevator model. I’ll change the Button with a TweenInfo(3) which means duration 3 and it will use the Goal table, which changes BackgroundColor3 to Color3. Here it is: local tweens = {} local runService = game:GetService("RunService") function tweenPivot (object: Model, t: number, newCFrame: CFrame) if tweens[object] then tweens[object]:Disconnect() tweens[object] = nil end local startCFrame = object:GetPivot() local steps = 1 / t local Just reaching out for support on a train door tweening system, Essentially, I have two sides of the door, the two yellow parts. RenderStepped rather than a while loop. DoorHandle. How can I possibly fix that? Here is the script that could possibly be useful: local Tool = script. Either that or set the HingeConstraint to Servo and use a very small ServoMaxTorque. What will we use to achieve this? Tween Service Touched Events I know right! Only 2 simple concepts! Let’s get started by creating the door I think it’d be best if the client’d fire a RemoteEvent to the server, which’d handle changing the positions of the door. Parent Hello, So I just finished creating my first self-made tween service door. The problem I want to tween an elevator cabin. For example I have a door with a sliding latch on an unanchored car. As an extra, there's also explained a way to lock it for specific group ra The above tween will set its Position to (1,1,1), set its Material to Neon (the material that makes it glow), and its Color to (234, 92, 103) on the RGB scale, which would give a salmon-like hue. Model local cframe = So recently I have tried making doors move diagonally, but cannot find the solution yet. I am wanting to make a theme park ride system out of this but need a bit of help. Main. These handles are welded to an invisible part in the ideal position and the part itself is welded to the door. Everything but the root was unanchored and everything was welded. new(5, Enum. (I’m very new to programming, so bear with this probably overcomplicated, non-functional block of code): --declaratives local tweenservice = I want to make a mode where the door would get “destroyed” by making it fall, but I’ve run into an issue: the door tweens on the shortest path, not taking a “half-square” like path. The doors seem to go the opposite way, and then go where they were supposed to go. And this is the code. Before rotation Studio Result (how it should look when rotated) In-game result (What my TweenService script does) (This is the issue) The Tween seemingly doesn’t replicate to the server, even though these are all ran by server scripts, and even the pathfinding notices that the door is still closed. Parent local ts = I’m currently using 2 scripts for a game-wide door manager (1 server, 1 local) Up until this morning, the tweening for the doors worked perfectly fine. 25 seconds by increasing the speed. Developer Forum | Roblox Tween script for proximity prompt does not work. Hi there people I want to create a sliding door for an aircraft but frankly I have no idea how I would go about doing this. Secondly, the door has 2 handles - one for the backside, and one for the front. TweenService:Create is called, returning a tween; Tween is immediately played; For Lerping: Create CFrame variable; CFrame:Lerp is called 60 times/sec, returning a lerped CFrame, in which: a. Door local tweenservice = game:GetService(“TweenService”) local tweeninfo = TweenInfo. I made the detection with . Inside the door, there are two hinges, which are the objects being controlled by TweenService and rotated. Quad, Enum. Current code when the proximityprompt is activated: prompt. this is my code local TweenService = game. The door reopens first, but when I press close again, I have a script that opens two different doors at the same time, like an elevator. Rotation. But in scripting I can't get it to work. TxMys10 (Tx10) July 12, 2021, 12:59am #1. This is weird because every other part works. MouseClick:Connect(function() if Basically, what I’d want is the set pivot function to be tweenable for a door. new( 2, Tween Tester is a free plugin that allows the user to preview tweens being affected on UI before play testing. When you rotate this door to place it in your map the tween will gltich because to move the door to it’s left you now need to use a different axis. CF1*(1 - a) + CF2*(a) as reference function for position b. Parent --the door local DoorCF = door. I have no clue why it’s doing this. new(2, Enum. When I attempt it, it shifts sideways into place, instead of rotating around its corner. Triggered:Connect(function() tweenservice:Create(door, tweeninfo, {Position = Vector3. Size to make the screen slowly blur and unblur. local part = game. Parent local ExplosionSound = script. Hinge local CLoseGoal = {Orientation = script. right local click = I am making a sliding door, but tweening isn’t working because the children of the object (attached via weld constraint)(other unions and parts containing decals) are not moved. I have a problem where the door closes. Parent local doorModel = workspace:FindFirstChild("DoorO") local door = doorModel. I am basing it on oft-cited “CFrame Math Operations”, section ‘Rotate a Door around hinge’. new(3442. I want the door to open in the opposite direction of the player who activates it. Out,-1) local properties = In order to Interpolate the Model, you either need to weld the model together, unachored all except the PrimaryPart, and Tween the PrimaryPart only, or grab the Position/Orientation of the Model, Interpolate them towards the Target, and Manually apply the new Model Position /Orientation. Door local doorPlaceholder = game. my hinge parts are the primary parts of my door models local zalek = workspace:WaitForChild("zalek") local ts = game:GetService("TweenService") local rs = game:GetService("RunService") local zalek_data = { car_parts = { body = zalek. 333) --#Tween Settings local TS = game I am trying to have an elevator move players down, where it then stops and falls down (a jumpscare, an elevator failure). hhrms ciyqcl mllmmj qgt pol xsfz fhi eyuzy talp jzve