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hi, i need help with script for podiums and the door?

Asked by 15 days ago

I'm creating a tower the script is for the final part has the door that gives coins but I wanted a podium system along with the final door with 1º, 2º and 3º and when the round is over and the tower is changed, I wanted the podiums to renew and the player could already get the Coins again and when the player had already touched it he could not win the reward again he could only win it again when the tower changed

can someone make this script pls?

i have this script for the towers regenerate:

-- Services Variables local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local Players = game:GetService("Players")

-- ServerStorage Variables local StagesFolder = ServerStorage:WaitForChild("Stages") local Stages = StagesFolder:GetChildren()

-- Workspace Variables local Tower = game.Workspace:WaitForChild("Tower") local Storage = game.Workspace:WaitForChild("Storage") local Lobby = Storage:WaitForChild("Lobby") local End = Storage:WaitForChild("End") local SpawnsModel = Lobby:WaitForChild("Spawns") local Spawns = SpawnsModel:GetChildren() local RandomSpawn

-- ReplicatedStorage Variables local TimerSpeed = ReplicatedStorage:WaitForChild("TimerSpeed") local Minutes = ReplicatedStorage:WaitForChild("Minutes") local Seconds = ReplicatedStorage:WaitForChild("Seconds") local TimerTag = ReplicatedStorage:WaitForChild("TimerTag") local MultiplierVisible = ReplicatedStorage:WaitForChild("MultiplierVisible") local Multiplies = ReplicatedStorage:WaitForChild("Multiplies") local TowerHeight = ReplicatedStorage:WaitForChild("TowerHeight") local MutatorsFolder = ReplicatedStorage:WaitForChild("Mutators")

local Floor1 local Floor2 local Floor3 local Floor4 local Floor5 local Floor6

debounce = false

-- You might get errors for this function below function NewTower() debounce = true Floor1 = Stages[math.random(1, #Stages)]:Clone() Floor1.Parent = Tower Floor1.PrimaryPart = Floor1:FindFirstChild("Center") Floor1:SetPrimaryPartCFrame(Floor1.Center.CFrame) local Floor1Height = Floor1.Height.Value wait() Floor2 = Stages[math.random(1, #Stages)]:Clone() Floor2.Parent = Tower Floor2.PrimaryPart = Floor2:FindFirstChild("Center") Floor2:SetPrimaryPartCFrame(Floor1.Center.CFrame + Vector3.new(0, Floor1Height, 0)) Floor2:SetPrimaryPartCFrame(Floor2.Center.CFrame * CFrame.Angles(0, math.rad(180), 0)) local Floor2Height = Floor2.Height.Value wait() Floor3 = Stages[math.random(1, #Stages)]:Clone() Floor3.Parent = Tower Floor3.PrimaryPart = Floor3:FindFirstChild("Center") Floor3:SetPrimaryPartCFrame(Floor2.Center.CFrame + Vector3.new(0, Floor2Height, 0)) Floor3:SetPrimaryPartCFrame(Floor3.Center.CFrame * CFrame.Angles(0, math.rad(180), 0)) local Floor3Height = Floor3.Height.Value wait() Floor4 = Stages[math.random(1, #Stages)]:Clone() Floor4.Parent = Tower Floor4.PrimaryPart = Floor4:FindFirstChild("Center") Floor4:SetPrimaryPartCFrame(Floor3.Center.CFrame + Vector3.new(0, Floor3Height, 0)) Floor4:SetPrimaryPartCFrame(Floor4.Center.CFrame * CFrame.Angles(0, math.rad(180), 0)) local Floor4Height = Floor4.Height.Value wait() Floor5 = Stages[math.random(1, #Stages)]:Clone() Floor5.Parent = Tower Floor5.PrimaryPart = Floor5:FindFirstChild("Center") Floor5:SetPrimaryPartCFrame(Floor4.Center.CFrame + Vector3.new(0, Floor4Height, 0)) Floor5:SetPrimaryPartCFrame(Floor5.Center.CFrame * CFrame.Angles(0, math.rad(180), 0)) local Floor5Height = Floor5.Height.Value wait() Floor6 = Stages[math.random(1, #Stages)]:Clone() Floor6.Parent = Tower Floor6.PrimaryPart = Floor6:FindFirstChild("Center") Floor6:SetPrimaryPartCFrame(Floor5.Center.CFrame + Vector3.new(0, Floor5Height, 0)) Floor6:SetPrimaryPartCFrame(Floor6.Center.CFrame * CFrame.Angles(0, math.rad(180), 0)) local Floor6Height = Floor6.Height.Value wait() End.PrimaryPart = End:WaitForChild("Center") End:SetPrimaryPartCFrame(Floor6.Center.CFrame + Vector3.new(0, Floor6Height), 0) End:SetPrimaryPartCFrame(End.Center.CFrame * CFrame.Angles(0, math.rad(180), 0)) debounce = false

TowerHeight.Value = Floor1Height + Floor2Height + Floor3Height + Floor4Height + Floor5Height + Floor6Height + 15 * 2
ReplicatedStorage.HeightEvent:FireAllClients(TowerHeight.Value)

end

Minutes.Value = 5 Seconds.Value = 0 TimerSpeed.Value = 1 MultiplierVisible.Value = false Multiplies.Value = 1 debounce = true NewTower()

while true do if Minutes and Seconds and TimerSpeed and Tower and Stages then repeat if Seconds.Value <= 9 then TimerTag.Value = tostring(Minutes.Value)..":0"..tostring(Seconds.Value) else TimerTag.Value = tostring(Minutes.Value)..":"..tostring(Seconds.Value) end if Seconds.Value <= 0 then Minutes.Value = Minutes.Value - 1 Seconds.Value = 59 else Seconds.Value = Seconds.Value - 1 end wait(TimerSpeed.Value) until Minutes.Value <= 0 and Seconds.Value <= 0 if Minutes.Value <= 0 and Seconds.Value <= 0 then TimerTag.Value = "0:00" end wait(TimerSpeed.Value) for i, v in pairs(Players:GetChildren()) do if v.Character:FindFirstChild("Win") then v.Character.Win:Destroy() end if v:FindFirstChild("Backpack") then v.Backpack:ClearAllChildren() end end Tower:ClearAllChildren() Minutes.Value = 5 Seconds.Value = 0 TimerSpeed.Value = 1 MultiplierVisible.Value = false Multiplies.Value = 1 wait() NewTower() for i, v in pairs(Players:GetChildren()) do v.Character.Torso.CFrame = Spawns[math.random(1, #Spawns)].CFrame end for i, v in pairs(MutatorsFolder:GetChildren()) do v.Value = false end end end

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