On the server, all models are periodically removed (Destroy) in a folder (in workspace) and new ones are placed. On the client, these new models must be taken and some properties of certain parts within the models must be changed (only on the client’s side). When a player joins the loop is executed and the properties change correctly, but later, when a model is obtained through the ChildAdded event the properties do not change.
Here are the scripts, there is no other script in the game:
-- Script local model1 = workspace.Models.Model model1.Parent = nil function cleanModels() for _, model in ipairs(workspace.Models:GetChildren()) do model:Destroy() end end local clone while true do wait(10) cleanModels() clone = model1:Clone() clone.Parent = workspace.Models end
-- LocalScript local models = workspace:WaitForChild("Models") function onChildAdded(model) for _, part in ipairs(model:GetChildren()) do if part:IsA("BasePart") then part.RotVelocity = Vector3.new(0,3,0) part.BrickColor = BrickColor.new("Brown") end end end wait(15) models.ChildAdded:Connect(onChildAdded) for _, model in ipairs(models:GetChildren()) do onChildAdded(model) end
I don’t understand why this happens. Could someone help me?
Edit: Here’s the place
Baseplate.rbxl (19.1 KB)
Here’s a snapshot