i have two scripts both spawning different npcs but they dont stop spawning
here are the two scripts: i added a print for count and rich prints 1 whereas high prints 1 both scripts are in different global scripts in serverscriptservice
local npcs = game.ReplicatedStorage.NPCs.RichCount
local maxNPCs = 1
local RE = game.ReplicatedStorage.REs.UpdateGUI
while wait(1) do
local count = game.ReplicatedStorage.NPCcount.RichCount.Value
print(count)
local randomCASH = math.random(412, 750)
local randomSECURITY = math.random(41, 50)
local RandomX = math.random(-478, 427)
local Y = 84
local RandomZ = math.random(-294, 364)
if count < maxNPCs then
count = count + 1
local clone = npcs:Clone()
clone.RichIncomeRootPart.Position = Vector3.new(RandomX, Y, RandomZ)
clone.CashValue.Value = randomCASH
clone.Parent = game.Workspace.NPCs
RE:FireAllClients(randomCASH,randomSECURITY, clone)
end
end
next script:
local npcs = game.ReplicatedStorage.NPCs.HighCount
local maxNPCs = 3
local RE = game.ReplicatedStorage.REs.UpdateGUI
while wait(1) do
local count = game.ReplicatedStorage.NPCcount.HighCount.Value
local randomCASH = math.random(250, 411)
local randomSECURITY = math.random(31, 40)
local RandomX = math.random(-478, 427)
local Y = 84
local RandomZ = math.random(-294, 364)
if count <= maxNPCs then
local clone = npcs:Clone()
clone.HighIncomeRootPart.Position = Vector3.new(RandomX, Y, RandomZ)
clone.CashValue.Value = randomCASH
clone.Parent = game.Workspace.NPCs
count = count + 1
print(count)
RE:FireAllClients(randomCASH,randomSECURITY, clone)
end
end
