I cant get .destroying to work, it’s supposed to print something when the part is destroying but does not.
I am using a module script on purpose instead of using a single script so I can update the function in the future easily when using it with multiple parts.
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I weirdly enough ran into this same issue.
It doesn’t fire for local scripts if the object is destroyed on the server I think.
Is your game using deferred events (check workspace settings)?
I feel like it’s a bug that this event somehow works incorrectly.
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It is firing from the server not local scripts,
Changing SignalBehavior from “Deferred” to “Default” fixes the issue.
I am assuming this is a bug.
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It likely is a bug, if you can, try making a bug report about it.
I’m pretty sure this is not intended behavior.
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I was going to but I dont have permission’s to post under bug reports nor do I even know the requirements to get those type of permissions
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