So this script is placed into a coin where when a player touches the coin, he collects it and removes the coin. It does however work in studio.. but when I go in game.. It doesn't work. Each coin is called "Coin". Here is the code.
function onTouch(hit)
if (script.Parent.got.Value == false) then
check = hit.Parent:FindFirstChild("Humanoid")
if check ~= nil then
script.Parent.got.Value = true
script.Parent.Mesh.Scale = Vector3.new(0,0,0)
local user = game.Players:GetPlayerFromCharacter(hit.Parent)
local stats = user.PlayerGui:findFirstChild("Stats")
if stats ~= nil then
local cash = stats:findFirstChild("Coins")---change to money currency
user.PlayerGui.Stats.Coin.Value = user.PlayerGui.Stats.Coin.Value+1
local audio = Instance.new("Sound")
audio.Parent = script.Parent
audio.SoundId = "http://www.roblox.com/asset/?id=420163794"
audio:Play()
wait(1)
audio:Destroy()
end
end
end
end
script.Parent.Touched:connect(onTouch)

7 comments
Is there anything in the output?
Nope. :/
Since I need the coins to be client sided... Each "Coin" is in a model called "Coins" in starterpack.
^ Thats your problem. Just place the model in Workspace and Clone each coin from the client.
But whenever a player touches the coin in workspace it deletes the coin in the whole server for everyone. I only want it to delete for the player's client.
Do FireClient() and in that client script it deletes it (this wont affect the other clients)
But all the coins are called "Coin" How would it delete that specific one??