By etc, I mean multiple scripts that are causing problems as well.
Tool script
local debounce = false
local cooldown = 1
local serverStorage = game:GetService("ServerStorage")
local bones = serverStorage.Bones
local meshband = bones["Meshes/Band"]
script.Parent.Activated:Connect(function()
if debounce == false then
debounce = true
spawn(function()
meshband:Clone()
bones:Clone().Parent = workspace
bones:WaitForChild("Script").Disabled = false
if script.Parent.Parent.Name ~= "Baby_Stando" then
wait(cooldown)
end
debounce = false
end)
end
end)
Grouped item script (Bones)
local parent = script.Parent.Frame
local bonezone = script.Parent
local bones = script.Parent:GetChildren()
local zone = script.Parent["Meshes/Band"]
while true do
zone.Transparency = 0
parent.Position = parent.Position + Vector3.new(0,5,0)
for index, bone in bones do
if bone:IsA("UnionOperation") then
bone.Transparency = 0
bone.Position = bone.Position + Vector3.new(0,-5,0)
end
end
for i = 1,10 do
parent.Position = parent.Position + Vector3.new(0,-0.5,0)
task.wait(0.05)
end
task.wait(2)
bonezone:Destroy()
task.wait(93493434879997)
end
On first glance, the script does work as intended. No errors pop up. However, these scripts are really not what you think, which I will get into detail.
When I first activate the bone zone tool, the first bone zone clone stays in the workspace permanently in the game, which is a undesired result that I do not want. When I click again, the weldconstrainents on bone model
copies do not work and don’t follow Frame
to go down/up, which is also a serious issue. The final issue is that I do not know how to make all the bone model clones move accordingly with Frame
.
Thus, I would like to ask for help once again for the third time. I know it sounds really demanding but all I’m asking is that my tool gets debugged. I’d really appreciate the help received. I really do. Thank you!