Instead of placing wait in the if parttodelete = “landpart” just put it outside. Sorry for the lackluster explanation i am on mobile but… You want to do something like
repeat
Wait(inserttimehere)
If partname == landpart then
End
Until partname == landpart
Or something and also have an or in there so the loop doesnt get stuck forever for some reason.
epic6gaming
(epic6gaming)
February 11, 2021, 8:10pm
#22
It froze again:
repeat
wait(1)
timer -= 1
Status.Value = "Round starting in "..timer
until timer == 0
local PartToDelete
for count = 1, #Map:GetChildren() do
timer = tonumber(#Map:GetChildren())
timer -= 1
Status.Value = "Round Time left: "..timer
local ChildrenOfModel = Map:GetChildren()
PartToDelete = ChildrenOfModel[math.random(#ChildrenOfModel)]
wait(1)
if PartToDelete.Name == "LandPart" then
PartToDelete.Material = Enum.Material.Neon
PartToDelete.BrickColor = BrickColor.new("Really red")
wait(time_between_destroy)
PartToDelete:Destroy()
else
repeat
PartToDelete = ChildrenOfModel[math.random(#ChildrenOfModel)]
if PartToDelete.Name == "LandPart" then
PartToDelete.Material = Enum.Material.Neon
PartToDelete.BrickColor = BrickColor.new("Really red")
wait(time_between_destroy)
PartToDelete:Destroy()
end
until PartToDelete.Name == "LandPart"
Hey i’m back on my computer now… But your going to want to do something like this…
repeat wait()
PartToDelete = ChildrenOfModel[math.random(#ChildrenOfModel)]
if PartToDelete.Name == "LandPart" then
PartToDelete.Material = Enum.Material.Neon
PartToDelete.BrickColor = BrickColor.new("Really red")
wait(time_between_destroy)
PartToDelete:Destroy()
end
until PartToDelete.Name == "LandPart"
as @granday_electronics suggested you do
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