function grow()
local mesh = script.Parent.Mesh
wait(20)
mesh.Scale = Vector3.new(1.8, 1.5, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 2, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 2.5, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 3, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 3.5, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 4, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 4.5, 2)
wait(20)
mesh.Scale = Vector3.new(1.8, 5, 2)
end
script.Parent.Mesh.Changed:connect(grow)
The problem is... whenever the mesh grows, the script starts over because of the change. This causes an unwanted error. Where it's occurring: http://www.roblox.com/games/357002407/Grass-Simulator

2 comments
the problem is that it cant use a changed loop because when it grows, it is classified as changed. therefore it repeats over and over
Well, you could try removing the changed event, and just making it have a wait(1) before it starts in a serverscript. Other than that I don't really know how to help.