OK, I am making a Tycoon and it is working great right now.
When I get into the tycoon about half way through the conveyor belts start to mess up
They start to slow down and pause some, like Lag...
It cause the blocks to pile up...
Now to stop this from happening I changed the drop time to increase the time between drops, just increased the cash of the drops
but no matter what I change the time to it still does the same thing.
How can I fix that problem?
all the code that I have works fine...
just normal drop code as well as normal belt code.. Nothing special.
Dropper code
wait(2) while true do wait(2.5) local part = Instance.new("Part",workspace) local cash = Instance.new("IntValue",part) cash.Name = "Cash" cash.Value = 20 part.CFrame = script.Parent.Drop.CFrame part.Size=Vector3.new(1,1,1) local nMesh = Instance.new("SpecialMesh", part) nMesh.MeshType = "FileMesh" nMesh.MeshId = "http://www.roblox.com/asset/?id=19059116" nMesh.TextureId = "http://www.roblox.com/asset/?id=19059111" a = part game.Debris:AddItem(part,60) end if a ~= nil then wait(5) a:Destroy() end
belt code
while 2 > 1 do script.Parent.Velocity = script.Parent.CFrame.lookVector*15 wait(0.2) end
any help would be great.... thanks!
Well, your code is fine, but as BestDeveloper said, it could be due to some viruses. Check in your game. See if there are any unnecessary scripts, that could possible create "Fire" or ReplicatedStorage. If you have any Free Models within your place, be sure to check those thoroughly. Here's a script that I made, to go through everything in Workspace, to make sure there is no "Fire". :
-- By Shawnyg local count = 0 function ClearFire(v) for i,v in pairs(v:GetChildren()) do if not v:IsA("Model") and not v:IsA("Fire") then if v:findFirstChild("Fire") then v.Fire:Destroy() count = count+1 end elseif v:IsA("Model") then ClearFire(v) elseif v.Name == "Fire" then v:Destroy() count = count+1 end end end for i,v in pairs(game.Workspace:GetChildren()) do ClearFire(v) end print('This script has removed '..count..' fires!')