local plr = game.Players.LocalPlayer
local partCount = math.random(3, 25) -- Adjust the range as per your requirement
local currentPartIndex = 1
local PartsFolder = Instance.new("Folder")
PartsFolder.Name = "FoodFolder"
PartsFolder.Parent = workspace
local amount = 0
local children = script.Stock:GetChildren()
wait(5)
plr.Team.Changed:Connect(function(name)
print(name)
if name == "Cashier" then
print("awdw")
end
end)
local function SpawnNextPart()
if currentPartIndex > partCount then
print("Finished")
amount = 0
return
end
local randomIndex = math.random(1, #children)
local randomChild = children[randomIndex]
if randomChild then
randomChild.Parent = PartsFolder
end
print("Randomly selected child:", randomChild.Name)
for i, v in pairs(script.Stock:GetDescendants()) do
if v:IsA("MeshPart") or v:IsA("Part") then
v.Anchored = true
end
end
wait()
for i, v in pairs(PartsFolder:GetChildren()) do
if v:FindFirstChild("ClickDetector") then
v.ClickDetector.MouseClick:Connect(function()
amount += 5
plr.PlayerGui.SurfaceGui.Frame.Price.Text = "Price: "..amount
script.Beep:Play()
v:Destroy()
print("Part " .. currentPartIndex .. " destroyed.")
currentPartIndex = currentPartIndex + 1
SpawnNextPart()
end)
end
end
end
game.ReplicatedStorage.JobEvents.Cashier.Client.OnClientEvent:Connect(function()
if plr.Team.Name == "Cashier" then
local remoteFunction = game.ReplicatedStorage.JobEvents.Cashier.Join:InvokeServer()
print(remoteFunction)
for i, v in pairs(workspace.Registers:FindFirstChild(remoteFunction).Jil:GetChildren()) do
v.CanCollide = true
end
local model = script.Rig:Clone()
model.Parent = workspace
model.Humanoid:MoveTo(workspace.Registers:FindFirstChild(remoteFunction).Point.Position)
plr.PlayerGui.SurfaceGui.Adornee = workspace.Registers:FindFirstChild(remoteFunction).Model.PrimaryPart
SpawnNextPart()
end
end)
That is an error you get when you try to parent something after :Destroy() was called on it or its parent.
this part of your program probably has the error in it, see if you can arrange the order of operations your code chooses