local ProximityPrompt = script.Parent
local Torch = script.Parent.Parent
local Jailcell = game.Workspace:FindFirstChild("Jailcell1")
local Wrecked = game.Workspace:FindFirstChild("WreckedJailDoor")
ProximityPrompt.Triggered:Connect(function()
if ProximityPrompt.ActionText == "Burn a hole trough the jail door?" then
wait(2)
Jailcell.Position = Vector3.new(-75.25, 5, -191.5)
ProximityPrompt.ActionText = "Burned..."
else
wait(0.5)
workspace.Basement.Doors.Jailcell1:Destroy()
wait(0.1)
game.Workspace:FindFirstChild("WreckedJailDoor").Transparency = 0
game.Workspace:FindFirstChild("WreckedJailDoor").CanCollide = true
game.Workspace:FindFirstChild("WreckedJailDoor").Anchored = true
return
end
end)
Im trying to make it so that the original jailcell gets destroyed, but then want the Wrecked version with the hole in it to be seeable and be collided with, and keep getting the error.

2 comments
Is "WreckJailDoor" a part or a model?
On line 17 you set it to Anchored = true. Is it not Anchored from the start? If you start the game and it is not Anchored and CanCollide is false, it will fall down in the "void" and be destroyed.