local ljustice = script.Parent:WaitForChild("JusticeS") local lprosecutor = script.Parent:WaitForChild("ProsecutorS") local ldefender = script.Parent:WaitForChild("DefenderS") local lcharges = script.Parent:WaitForChild("ChargesS") local llevel = script.Parent:WaitForChild("LevelS") local CurrentStepS = script.Parent:WaitForChild("CurrentStepS") local lISS = script.Parent:WaitForChild("ISS") local RS = game.ReplicatedStorage local Defender = RS.CurrentDefender -- stringvalue local Justice = RS.CurrentJustice -- stringvalue local Charges = RS.CurrentCharges -- stringvalue local Prosecutor = RS.CurrentProsecutor -- stringvalue local Level = RS.CurrentLevel -- stringvalue local Step = RS.CurrentStep -- stringvalue local session = RS.isInSession -- boolean while wait(3.458) do ljustice.Text = Justice.Value lprosecutor.Text = Prosecutor.Value ldefender.Text = Defender.Value lcharges.Text = Charges.Value llevel.Text = Level.Value CurrentStepS.Text = Step.Value if session.Value == false then lISS.Text = "No" elseif session.Value == true then lISS.Text = "Yes" end end
everything at the else line and after doesn't do anything
If no errors are being thrown in the output, it usually means one of your variables that has WaitForChild in it is continuing to wait for something that isn't there.
Try directly referencing the object instead of using WaitForChild. If that errors, check that the parenting is correct.
Look, here is what it should be like.
while true do ljustice.Text = Justice.Value lprosecutor.Text = Prosecutor.Value ldefender.Text = Defender.Value lcharges.Text = Charges.Value llevel.Text = Level.Value CurrentStepS.Text = Step.Value if session.Value == false then lISS.Text = "No" lISS.TextColor = Color3.new(255,0,0) -- doesn't change the color else -- it does not change to Yes if 'session.Value == true' lISS.Text = "Yes" lISS.TextColor = Color3.new(0,255,0) -- doesn't change the color end end