Here's my script;
local Coin = script.Parent local Owner = Coin.Parent:WaitForChild("Owner") local MiningSet = Coin.Parent game.Players.PlayerAdded:connect(function() wait(10) while true do wait(1) local CloneCoin = Coin:Clone() local Player = game.Players:FindFirstChild(Owner.Value) if not Player then MiningSet:Destroy() else wait(1) Player:WaitForChild("PlayerStatus").Coins.Value = Player:WaitForChild("PlayerStatus").Coins.Value + 1 end end end)
The Owner.Value is BlackOrange3343. When I join the game and wait it just destroy's it self. Even though the player is in the game.
Have you tested this in player? The most likely issue is that your testing this in studio and in studio, you are called 'Player1' no matter what. If the issue persists in Roblox player, check to make sure all your components correspond in your script. Also you might want to use a non local script in the server script service to handle player joining as a function.
Hope this helped