I have this star model that is clones to workshop and it’s sort of an arrow system for my obby checkpoints. The thing is when I reach my last checkpoint, the star is supposed to be destroyed but it isn’t. The code ends up bugging out and I need help with fixing and fine tuning the code.
Local Script Code:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local arrow = ReplicatedStorage:WaitForChild("Arrow")
local changer = ReplicatedStorage:WaitForChild("ColorChanger")
local star = ReplicatedStorage:WaitForChild("Star")
local Players = game:GetService("Players")
arrow.OnClientEvent:Connect(function()
local player = Players.LocalPlayer
if workspace:FindFirstChild("Star") ~= nil then
workspace:FindFirstChild("Star"):Destroy()
end
if workspace:FindFirstChild("Star") == nil then
local cloneStar = star:Clone()
cloneStar.Parent = game.Workspace
if cloneStar == nil then
error("Star Was Not Cloned In ["..cloneStar.Parent:GetFullName().."]!! \n stopping script!!")
end
while true do
wait(.1)
if player:WaitForChild("leaderstats").Level.Value == script.Levels.Value then
cloneStar:Destroy()
print("Destroyed")
end
end
end
end)
That’s the String Value at the side together with the coding
level.Changed:Connect(function(newvalue)
script.Parent.Parent.StarterPlayer.StarterPlayerScripts.LocalArrowScript.Levels.Value = newvalue
print("String Updated")
end)
This is the coding for the String Value
while true do
wait(.1)
if player:WaitForChild("leaderstats").Level.Value == script.Levels.Value then
cloneStar:Destroy()
print("Destroyed")
end
end
end
end)
This piece of code is the main issue