local Apple = 0
while wait(1) do
Apple += 1
if Apple > 5
print('more than 5 apples!')
workspace.AppleSounds.FiveApples:Play()
break
elseif Apple > 10
print('Around 10 apples or more!')
workspace.AppleSounds.TenApples:Play()
break
end
end
end
And when the Apple counter has reached 5, it will print and play a little jingle
It will break to not spam the jingle sound
But since it’s broken now, it will not add a Apple to the Apples counter.
Is there a way to make a loop un-break?
Try not to use loops to detect changes, as complications may appear. Instead use events like the one in the NumberValue instance.
local NumberValue = game.Workspace.Value --apples are stored in here
NumberValue.Changed:Connect(function(NewValue) --fires anytime the Value of NumberValue changes
if NewValue = 5 then --do know that NumberValue.Value and NewValue are the same number past this point
print('more than 5 apples!')
workspace.AppleSounds.FiveApples:Play()
elseif NewValue = 10 then
print('Around 10 apples or more!')
workspace.AppleSounds.TenApples:Play()
end
end)
while wait(1) do
NumberValue.Value += 1
end
-- the event helps seperate adding apples and checking apples, making them more flexible in the future
but if you wanted to use the loop, add a simple equal operation to the if statements
local Apple = 0
while wait(1) do
Apple += 1
if Apple == 5 then --dont know why you put a ">" symbol, but it was the problem
print('more than 5 apples!')
workspace.AppleSounds.FiveApples:Play()
elseif Apple == 10 then
print('Around 10 apples or more!')
workspace.AppleSounds.TenApples:Play()
end
end