I’m making a teleport system that when player interacts with a proximity prompt they get teleported somewhere else.
Explorer (there are multiple folders with multiple teleport parts):

Script (TeleportManager):
--Variables
local tele1 = script.Parent.Tele1
local tele2 = script.Parent.Tele2
local tele1d = script.Parent.Tele1Destination
local tele2d = script.Parent.Tele2Destination
local lightval1 = tele1.LightWhenTpedTo
local lightval2 = tele2.LightWhenTpedTo
local camval1 = tele1.CameraType
local camval2 = tele2.CameraType
local lightrems = game:GetService("ReplicatedStorage").LightingRemotes
local camrems = game:GetService("ReplicatedStorage").CamRemotes
--Functions
tele1.ProximityPrompt.Triggered:Connect(function(plr)
local char = plr.Character
local humanoidrootpart = char.HumanoidRootPart
local camval = plr.camval
game.ReplicatedStorage.fadeblackui_rem:FireClient(plr)
wait(0.5)
humanoidrootpart.Position = tele2d.Position
-- tele1.ProximityPrompt.Enabled = false
-- tele2.ProximityPrompt.Enabled = false
tele1.Sound:Play()
print("abt to do light")
if lightval2.Value == "Inside_Normal" then
lightrems.Inside.INSIDE_DayRemote:FireClient(plr)
elseif lightval2.Value == "Inside_Dark" then
lightrems.Inside.INSIDE_NightRemote:FireClient(plr)
elseif lightval2.Value == "Outside_Normal" then
lightrems.Outside.OUTSIDE_DayRemote:FireClient(plr)
elseif lightval2.Value == "Outside_Dark" then
lightrems.Outside.OUTSIDE_NightRemote:FireClient(plr)
elseif lightval2.Value == "Shader_Normal" then
lightrems.Shaders.ShadersDayRemote:FireClient(plr)
elseif lightval2.Value == "Shader_Dark" then
lightrems.Shaders.ShadersNightRemote:FireClient(plr)
end
print("light vals worked")
if camval2.Value == "Top" and camval.Value ~= "Top" then
camval.Value = "Top"
camrems.Enable_Top_Remote:FireClient(plr)
elseif camval2.Value == "Normal" and camval.Value ~= "Normal" then
if camval.Value == "Top" then
camrems.Disable_Top_Remote:FireClient(plr)
elseif camval.Value == "Isometric" then
camrems.Disable_Isometric_Remote:FireClient(plr)
elseif camval.Value == "OTS" then
camrems.Disable_OTShoulder_Remote:FireClient(plr)
elseif camval.Value == "Side" then
camrems.Disable_Side_Remote:FireClient(plr)
end
camval.Value = "Normal"
elseif camval2.Value == "Side" and camval.Value ~= "Side" then
camval.Value = "Side"
camrems.Enable_Side_Remote:FireClient(plr)
elseif camval2.Value == "Isometric" and camval.Value ~= "Isometric" then
camval.Value = "Isometric"
camrems.Enable_Isometric_Remote:FireClient(plr)
elseif camval2.Value == "OTS" and camval.Value ~= "OTS" then
camval.Value = "OTS"
camrems.Enable_OTShoulder_Remote:FireClient(plr)
else
print("teleported to another area")
end
print("cam vals work")
wait(1)
tele1.ProximityPrompt.Enabled = true
tele2.ProximityPrompt.Enabled = true
end)
tele2.ProximityPrompt.Triggered:Connect(function(plr)
local char = plr.Character
local humanoidrootpart = char.HumanoidRootPart
local camval = plr.camval
humanoidrootpart.Position = tele1d.Position
game.ReplicatedStorage.fadeblackui_rem:FireClient(plr)
wait(0.5)
-- tele1.ProximityPrompt.Enabled = false
-- tele2.ProximityPrompt.Enabled = false
tele2.Sound:Play()
if lightval1.Value == "Inside_Normal" then
lightrems.Inside.INSIDE_DayRemote:FireClient(plr)
elseif lightval1.Value == "Inside_Dark" then
lightrems.Inside.INSIDE_NightRemote:FireClient(plr)
elseif lightval1.Value == "Outside_Normal" then
lightrems.Outside.OUTSIDE_DayRemote:FireClient(plr)
elseif lightval1.Value == "Outside_Dark" then
lightrems.Outside.OUTSIDE_NightRemote:FireClient(plr)
elseif lightval1.Value == "Shader_Normal" then
lightrems.Shaders.ShadersDayRemote:FireClient(plr)
elseif lightval1.Value == "Shader_Dark" then
lightrems.Shaders.ShadersNightRemote:FireClient(plr)
end
if camval1.Value == "Top" and camval.Value ~= "Top" then
camval.Value = "Top"
camrems.Enable_Top_Remote:FireClient(plr)
elseif camval1.Value == "Normal" and camval.Value ~= "Normal" then
if camval.Value == "Top" then
camrems.Disable_Top_Remote:FireClient(plr)
elseif camval.Value == "Isometric" then
camrems.Disable_Isometric_Remote:FireClient(plr)
elseif camval.Value == "OTS" then
camrems.Disable_OTShoulder_Remote:FireClient(plr)
elseif camval.Value == "Side" then
camrems.Disable_Side_Remote:FireClient(plr)
end
camval.Value = "Normal"
elseif camval1.Value == "Side" and camval.Value ~= "Side" then
camval.Value = "Side"
camrems.Enable_Side_Remote:FireClient(plr)
elseif camval1.Value == "Isometric" and camval.Value ~= "Isometric" then
camval.Value = "Isometric"
camrems.Enable_Isometric_Remote:FireClient(plr)
elseif camval1.Value == "OTS" and camval.Value ~= "OTS" then
camval.Value = "OTS"
camrems.Enable_OTShoulder_Remote:FireClient(plr)
else
print("teleported to another area")
end
wait(1)
tele1.ProximityPrompt.Enabled = true
tele2.ProximityPrompt.Enabled = true
end)
When I interact with Teleport 1, it teleports me and works basically perfectly. when i interact with teleport 2, it doesnt.
no error in output or f9 menu