This should help
local Goal = script.Parent
local SpawnPoint = game.Workspace.PuckSpawn
debounce = false
Goal.Touched:Connect(function(hit)
if hit ~= nil and hit.Name == "Puck" and debounce == false then
debounce = true -- This is so the event doesn't fire so many times.
Puck:Destroy()
local NewPuck = game.Workspace.Puck:Clone() -- or you can change this to Instance.new
NewPuck.Parent = game.Workspace
NewPuck.Position = SpawnPoint.Position+Vector3.new(0, 0.5, 0) -- This Vector3 isn't needed. If you don't want it, you can remove it.
NewPuck.CanCollide = true -- This is set to true automatically, so no need for this line of code either.
NewPuck.Anchored = false -- This is also set to false automatically, so you can remove this too. NewPuck.Transparency = 0 -- This is also automatic.
game.Workspace.Values.Green.Value = game.Workspace.Values.Green.Value + 1
end
debounce = false
end)
It’s still not working, there isn’t any errors in the output either.
Its like this
local Rock = workspace.RockSpawn:Clone()
Rock.Parent = workspace
Rock.Name = "Rock"
Rock.CanCollide = true
Rock.Transparency = 0
Rock.Anchored = false
Hmm, in that case, it means your script is working… but it’s not registering something… one sec. Lemme look over it again.
Question, do you have any Anti-lag scripts of any sort? Check for viruses too, those can cause severe game lag. This seems like a game lag issue. However, I’ll still check and see if it can be fixed with a script. Check for any other scritps that could be interfering with it’s deletion too.
No viruses or anti lag scripts and i checked almost every script too
also what i meant by not working was that when it touched the goal nothing happend
Hmm, okay. I believe I can work with that. Let me see what I can do for ya.
Okay, actually I’m dumb. I was missing the Puck variable. Try editing your script using this.
local Puck = nil
local Goal = script.Parent
local SpawnPoint = game.Workspace.PuckSpawn
debounce = false
Goal.Touched:Connect(function(hit)
if hit ~= nil and hit.Name == "Puck" and debounce == false then
debounce = true -- This is so the event doesn't fire so many times.
Puck = hit
Puck:Destroy()
local NewPuck = game.Workspace.Puck:Clone() -- or you can change this to Instance.new
NewPuck.Parent = game.Workspace
NewPuck.Position = SpawnPoint.Position+Vector3.new(0, 0.5, 0) -- This Vector3 isn't needed. If you don't want it, you can remove it.
NewPuck.CanCollide = true -- This is set to true automatically, so no need for this line of code either.
NewPuck.Anchored = false -- This is also set to false automatically, so you can remove this too. NewPuck.Transparency = 0 -- This is also automatic.
game.Workspace.Values.Green.Value = game.Workspace.Values.Green.Value + 1
end
debounce = false
end)
I tried it and it worked the first try then on the second the physics slowed down again?? Its like physics throttling
Huh, that’s weird. Could you send me the script that’s inside of the ice?
There isnt any its using friction
Did you put the script in both goals? Be sure to change the team points lol.
1 Like
Yea i did and it changed the points too
Hmm, let me take a look at it again.
If your puck scripted or no? If it is, send me the script.
No the puck it is not scripted
Your hockey stick? What about that?
No scripts in the stick either
Hmm, I’m gonna try remaking your game and run some tests.