Not spawning in entities when activating ether line of code

I would like this script to work, since it is basically the point of the game
When I try to give the balls a random colour they just don’t spawn, aswell as a vector force, so it would roll to random directions

I’ve tried copying a code that worked for me in the past, so I dont know why it isn’t working as it is supposed to, the only difference in the old one was that it was in a starter character script.
And the cooldown script kinda doesn’t work.

local origionalball = script.Parent.Parent.Origoball
local clickdet = script.Parent.ClickDetector
local r = math.random(0, 255)
local g = math.random(0, 255)
local b = math.random(0, 255)
local x = math.random(0, 1000)
local y = math.random(0, 1000)
local z = math.random(0, 1000)
local cooldown = script.Value.Value

--The scripts with -- are dissabled I like to do that so I don't forget I gotta deal with that problem

clickdet.MouseClick:Connect(function(player)
	if cooldown == false then
		origionalball:Clone()
		local cloneball = origionalball:Clone()
		--cloneball.VectorForce.Force(x, y, z)
		--cloneball = Color3.fromRGB(r, g, b)
		cloneball.Parent = workspace
		cloneball.CanCollide = true
		cloneball.Anchored = false
		cloneball.Transparency = 0
		cooldown = true
	else
		wait(1)
		cooldown = false
	end
end)

Video, to show that it actually doesn’t work:

If anyone could help a pretty new scripter it would be apreciated.
Also
image
image
if these help with anything

Remove this from your script:

clickdet.Archivable = false

and try again.

I removed it sadly nothing changed (also the arch= true)

Found the problem: it needed to be VectorForce.Force = Vector3.new(x, y, z)
also the color needed to be cloneball.BrickColor = BrickColor.random()

Hope this helps future scripters that want randomised vectors and colors

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