What I want it to do is when the gate gets destroyed it blows up and puts some of its parts down then destroys the parts and the gate is broken until someone repairs it however its repeating.Thanks for the help ahead of time
local wall = script.Parent.Humanoid
local model = script.Parent.Model
script.Parent.Humanoid.Value.Changed:Connect(function()
if script.Parent.Humanoid.Value.Value <= 0 then
for num, child in pairs(model:GetChildren()) do
print("1")
child.Transparency = 1
script.Parent.Head.Transparency = 1
local boom = Instance.new("Explosion")
boom.Parent = game.Workspace.Gate
boom.Position = game.Workspace.Gate.Gate.Head.Position
local part1 = game.ReplicatedStorage.ExplosiveParts.cone:clone()
local part2 = game.ReplicatedStorage.ExplosiveParts.Explosive1:clone()
local part3 = game.ReplicatedStorage.ExplosiveParts.Explosive2:clone()
local part4 = game.ReplicatedStorage.ExplosiveParts.Explosive3:clone()
local part5 = game.ReplicatedStorage.ExplosiveParts.Explosive4:clone()
part1.Parent = game.Workspace.ExplosivePartWorkspace
part2.Parent = game.Workspace.ExplosivePartWorkspace
part3.Parent = game.Workspace.ExplosivePartWorkspace
part4.Parent = game.Workspace.ExplosivePartWorkspace
part5.Parent = game.Workspace.ExplosivePartWorkspace
part1.Position = game.Workspace.Gate.Gate.Head.Position
part2.Position = game.Workspace.Gate.Gate.Head.Position
part3.Position = game.Workspace.Gate.Gate.Head.Position
part4.Position = game.Workspace.Gate.Gate.Head.Position
part5.Position = game.Workspace.Gate.Gate.Head.Position
script.Parent.Head.CanCollide = false
wait(5)
part1:Destroy()
part2:Destroy()
part3:Destroy()
part4:Destroy()
part5:Destroy()
end
end
end)

2 comments
Because it's in a for loop.
how do I make it so it doesnt loop