How can I prevent my script from timing out while using Coroutines. I’m trying to utilize coroutines or something else to be able to use one script instead of having to paste it into 100 objects.
This is much easier than having to delete all the scripts for the objects and repasting every time I make changes.
I feel coroutines should be able to work without sever exhaustion because if I post the script in each object I can get it to work with 2500 objects without delay. Unlike with coroutine I can’t even get it to work with 4% of that.
while GAME_ACTIVE == true do
for num, child in pairs(Layer1:GetChildren()) do
coroutine.wrap(function()
TileChange(child)
end)()
end
end
local function TileChange(child)
local FallEvent = math.random(0,1)
local Event = math.random(0,4)
local BlockWait = math.random(0,10)
if FallEvent == 0 then
wait(BlockWait)
child.BrickColor = BrickColor.new("Crimson")
wait(2)
child.Transparency = 1
child.CanCollide = false
wait(2)
child.Transparency = 0
child.CanCollide = true
child.BrickColor = BrickColor.new("Medium stone grey")
elseif Event >= 2 then
local TilePosition = child.position
wait(BlockWait)
child.BrickColor = BrickColor.new("Really blue")
wait(2)
child.BrickColor = BrickColor.new("Medium stone grey")
end
end
How could I possibly get coroutines to work here? Otherwise, could there potentially be another option?
