Why my model stored on lighting is not being clone when the tree breakjoints?
hits = script.Parent.hit --This keeps track of how much "hp" the tree has left local newtree = script.Parent:clone() --for inserting a new tree later while true do --infinite loop if hits.Value < 1 then --if the tree has less than 1 "hp" then script.Parent:BreakJoints() --make tree able to fall over. game.Lighting.Wreckage:Clone() wait(3) --wait a while script.Parent:remove() --remove the tree wait(10) --wait a while newtree.Parent = game.Workspace --insert a new tree newtree:MakeJoints() --make tree unable to fall over end wait(1) --wait a while before checking trees hp again end
What model are you talking about? If its the Wreckage that your talking about then here's the answer.
hits = script.Parent.hit local newtree = script.Parent:clone() while true do if hits.Value < 1 then script.Parent:BreakJoints() --local clone = game.ReplicatedStorage.Wreckage:Clone() --Pick any of these 2 to make it your storage ^ v local clone = game.ServerStorage.Wreckage:Clone() clone.Parent = game.Workspace -- this is what you forgot to put in the script wait(3) --wait a while script.Parent:Destroy() wait(10) clone:Destroy() -- Just incase if people farm the tree, the place wont be flooded with wreckages newtree.Parent = game.Workspace newtree:MakeJoints() end wait(1) end
Also, why do you use the Lighting as storage? ReplicatedStorage and ServerStorage are the best storages you can find in the studio.
Double check the script, you may have forgot something, like the parenting of the Wreckage into the Workspace
I hope this works for you now, i have tested this script .