Alright so here's what I have so far. I have bricks, called "Rainbow Bricks", located in a PartStorage model in the workspace. I'm trying to build a circular conveyor belt, with everything that lands on it going towards the middle. I think the easiest way to do that is to make the center part of the conveyor, the collector, have some sort of black hole script to pull only those certain bricks in towards it. Now here's what I know
if object is rainbow brick, then add it into a table
if the relative position (collector position - part position) is less than 25 then
insert a BodyPosition into the children with less than 25 relPos
BodyPosition.position = collector.position
BodyPosition.maxForce = x
Seems simple enough, right? Well here's my attempt
local hole = script.Parent
local childList = {}
function checkObject(obj)
if (obj ~= hole) and (obj.className == "Part") and obj.Name=="Rainbow Brick" then
if (obj.Anchored == false) then
table.insert(childList, 1, obj)
end
end
checkObject(workspace)
local child = childList[n]
if (child ~= hole) and (child.className == "Part") and (child.Anchored == false) and (child.Name=="Rainbow Brick") then
local relPos = hole.Position - child.Position
local motivator = child:FindFirstChild("BlackHole Influence")
if relPos.magnitude < 25 then
if motivator == nil then
motivator = Instance.new("BodyPosition")
motivator.Parent = child
motivator.Name = "BlackHole Influence"
end
motivator.position = hole.Position
motivator.maxForce = 200
end
elseif child.motivator ~= nil then
child.motivator:Remove()
end
end
end
--
No errors in the output, nothing is happening. I'm sorry if this script is terrible. I'm still a beginner.

2 comments
You're not connecting it to a function. Therefore what you're trying to do is never going to happen, unless you make a function and connect it to an event
I sort've understand, that was pretty stupid of me. So the first part where the table is created is OK right? I'm new to tables. The second part I have to create a function around it