local cam = game.Workspace.CurrentCamera
local spectate = false
function get()
	for _, v in pairs(workspace.Model:GetChildren()) do
		if v.Name == script.Parent.TextButton.Text then
		
			return(_)
		end
	end
end


local debounce = false
script.Parent.TextButton.MouseButton1Click:connect(function()
	spectate=true
	print("loo")
	if debounce==false then
		
		debounce= true
		cam.CameraSubject = game.Workspace.Model.point1
		script.Parent.TextButton.Text = cam.CameraSubject.Name
		print("lol")
	elseif debounce==true then
		debounce=false
		cam.CameraSubject = game.Players.LocalPlayer.Character.Humanoid
		
		end
end)

script.Parent.troll.MouseButton1Click:connect(function()
	wait(0.1)
	local num = get()
	local this = num+1

	workspace.Model["point" .. tostring(this) ] = cam.CameraSubject
	script.Parent.TextButton.Text=cam.CameraSubject.Name
end)

Yes, so this is the code in a local script. It often says point2 is not a valid member of model when it is if I look on the hierarchy.

2 comments

0

if the function get does not find the part name then num will be nill, the code does not handle this scenario.

0

Just a little fyi, the two variables for a for loop are like this the first one is the number in the loop that it was found, and the second one is the object it got.