Well, you could send the newer version of the conveyor code here, I would set it up for you.
Because it’s hard to help without seeing the new version.
Here
function Conveyor(O)
if O.Name ~= "Conveyor" then return end
if not O:IsA("Part") then return end
if not O.Parent or not O:WaitForChild("Texture") or not O:WaitForChild("Speed") then return end
O.Velocity = O.CFrame.lookVector * O.Speed.Value
local Stage = O.Parent.Parent.Parent
local Rotation = Stage:FindFirstChild("Rotation")
if Rotation.Value == 180 then
O.Velocity = O.CFrame.lookVector * O.Speed.Value
else
O.Velocity = O.CFrame.lookVector * -O.Speed.Value
end
end
game.Workspace.DescendantAdded:Connect(Conveyor)
for _, v in pairs(game.Workspace:GetDescendants()) do
Conveyor(v)
end
Uhm sorry, but could you tell me where the Stage Folder which contains all the stages is located, example:
ReplicatedStorage → Stages
It’s contained in ServerStorage.
Alr, are the stages inside of a folder or model ? If so, what’s its name.
The stages are in a folder named “Stages”.
I believe this is what you’re looking for:
function Conveyor(O)
if O.Name ~= "Conveyor" then return end
if not O:IsA("Part") then return end
if not O.Parent or not O:WaitForChild("Texture") or not O:WaitForChild("Speed") then return end
O.Velocity = O.CFrame.lookVector * O.Speed.Value
local StageFolder = game:GetService("ServerStorage"):WaitForChild("Stages")
local Stage = O.Parent.Parent.Parent -- It will change it later on, this is just the default one
if StageFolder:FindFirstChild(O.Parent.Name) then -- First Parent
StageFolder = O.Parent
elseif StageFolder:FindFirstChild(O.Parent.Parent.Name) then -- Second Parent
StageFolder = O.Parent.Parent
elseif StageFolder:FindFirstChild(O.Parent.Parent.Parent.Name) then -- Third Parent
StageFolder = O.Parent.Parent.Parent
end
local Rotation = Stage:FindFirstChild("Rotation")
if Rotation.Value == 180 then
O.Velocity = O.CFrame.lookVector * O.Speed.Value
else
O.Velocity = O.CFrame.lookVector * -O.Speed.Value
end
end
game.Workspace.DescendantAdded:Connect(Conveyor)
for _, v in pairs(game.Workspace:GetDescendants()) do
Conveyor(v)
end
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