I edited the code from last time to make it work better Why doesnt the button work to make the stairs come down? It makes the value true when its finished.
For some reason i cant use block code.
Stair1 = script.Parent.Parent.Stair1 --All the variables Stair2 = script.Parent.Parent.Stair2 Stair3 = script.Parent.Parent.Stair3 Stair4 = script.Parent.Parent.Stair4 Stair5 = script.Parent.Parent.Stair5 Stair6 = script.Parent.Parent.Stair6 Stair7 = script.Parent.Parent.Stair7 Stair8 = script.Parent.Parent.Stair8 Support1 = script.Parent.Parent.Support1 Support2 = script.Parent.Parent.Support2 Support3 = script.Parent.Parent.Support3 Support4 = script.Parent.Parent.Support4 Support5 = script.Parent.Parent.Support5 Support6 = script.Parent.Parent.Support6 Support7 = script.Parent.Parent.Support7 Support8 = script.Parent.Parent.Support8 value = script.Parent.Value var = 0 local debounce = false function onClicked(playerWhoClicked) --Checks if button is clicked if not debounce then if value.Value == false then --Is the value == false? debounce = true for i=1,80 do --Does the first Stair Stair1.CFrame = Stair1.CFrame + Vector3.new(0,0.1,0) Support1.CFrame = Support1.CFrame + Vector3.new(0,0.1,0) Stair2.CFrame = Stair2.CFrame + Vector3.new(0,0.1,0) Support2.CFrame = Support2.CFrame + Vector3.new(0,0.1,0) Stair3.CFrame = Stair3.CFrame + Vector3.new(0,0.1,0) Support3.CFrame = Support3.CFrame + Vector3.new(0,0.1,0) Stair4.CFrame = Stair4.CFrame + Vector3.new(0,0.1,0) Support4.CFrame = Support4.CFrame + Vector3.new(0,0.1,0) Stair5.CFrame = Stair5.CFrame + Vector3.new(0,0.1,0) Support5.CFrame = Support5.CFrame + Vector3.new(0,0.1,0) Stair6.CFrame = Stair6.CFrame + Vector3.new(0,0.1,0) Support6.CFrame = Support6.CFrame + Vector3.new(0,0.1,0) Stair7.CFrame = Stair7.CFrame + Vector3.new(0,0.1,0) Support7.CFrame = Support7.CFrame + Vector3.new(0,0.1,0) Stair8.CFrame = Stair8.CFrame + Vector3.new(0,0.1,0) Support8.CFrame = Support8.CFrame + Vector3.new(0,0.1,0) wait(0.1) end value.Value = true debounce = false print("done") end else if value.Value == true then --Is the value == true? debounce = true for i=1,80 do --Does the first Stair Stair1.CFrame = Stair1.CFrame + Vector3.new(0,-0.1,0) Support1.CFrame = Support1.CFrame + Vector3.new(0,-0.1,0) Stair2.CFrame = Stair2.CFrame + Vector3.new(0,-0.1,0) Support2.CFrame = Support2.CFrame + Vector3.new(0,-0.1,0) Stair3.CFrame = Stair3.CFrame + Vector3.new(0,-0.1,0) Support3.CFrame = Support3.CFrame + Vector3.new(0,-0.1,0) Stair4.CFrame = Stair4.CFrame + Vector3.new(0,-0.1,0) Support4.CFrame = Support4.CFrame + Vector3.new(0,-0.1,0) Stair5.CFrame = Stair5.CFrame + Vector3.new(0,-0.1,0) Support5.CFrame = Support5.CFrame + Vector3.new(0,-0.1,0) Stair6.CFrame = Stair6.CFrame + Vector3.new(0,-0.1,0) Support6.CFrame = Support6.CFrame + Vector3.new(0,-0.1,0) Stair7.CFrame = Stair7.CFrame + Vector3.new(0,-0.1,0) Support7.CFrame = Support7.CFrame + Vector3.new(0,-0.1,0) Stair8.CFrame = Stair8.CFrame + Vector3.new(0,-0.1,0) Support8.CFrame = Support8.CFrame + Vector3.new(0,-0.1,0) wait(0.1) end value.Value = false debounce = false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
Bloxxyz is right, you can't name a part with a number at the end it messes up the whole code. like bloxxyz said, what I do is name it 'PartOne';'PartTwo' and so on...