So, I have this script here:
print("")
------------------------------------------{ LOCALS }-------------------------------------------------------------------------------------------
local Generator1 = game.Workspace.Generator1.Switch.Button.Enabled1 -- don't mind this.
local Generator2 = game.Workspace.Generator2.Switch.Button.Enabled2 -- this either.
local test = game.Workspace.Part.Value
---------------------------
--{ important
local open = script.Parent.Open
---------------------------
------------------------------------------{ SCRIPT }-------------------------------------------------------------------------------------------
if test.Value == true then
script.Parent.CanCollide = false
script.Parent.Transparency = 1
end
and it would all be fine, if it wasn't for the script not working. What I want it to do is find if a generator's boolvalue happens to be enabled (when the generator has been turned on) and trigger the "open the gate" event, which for testing was just simply wrote as CanCollide = false and Transparency = 1. After realizing the script isn't working I checked the output and it was empty. I decided to put up a random part with a wait(5) and enable the test value to see if it's a generator problem or a script problem, and it seems to be on the gate's script behalf.
all scripts are serverscripts and are all located within Workspace (edit: by workspace I mean they're all in their models that are located within workspace, you can see it clearly in the script's locals above. I've tried making the boolvalue a numbervalue and triggering the script to work by finding if the numbervalue's value is 1, but it didn't work either. I have no honest clue what is the cause of this and it's annoying, considering a huge part of my project is almost done if it wasn't for this damn gate.
