If you’re checking for an in-game part or any other thing using an if statement, If that part doesn’t exist, The script will not resort to elseif, Instead it will completely break. even pcalls don’t work. for example
prox.Triggered:Connect(function(player)
if game.Workspace.part then
--Do Stuff
else
--Do stuff
end
end)
The part doesn’t exist as of now, But the script doesn’t care, It’ll just ignore it. and the output will just say
15:49:42.432 Part is not a valid member of Workspace
Is there any alternative to this or any way to make it turn to the else function instead?