Apparently, some line of code isn't giving an error, but It's not doing what it's supposed to do. This script is a local script in starter player scripts.
local UserInputService = game:GetService("UserInputService")
local LocalPlayer = game.Players.LocalPlayer
local waiting = false
local function CharacterAdded(char)
Character = char
Humanoid = char:WaitForChild("Humanoid")
end
if LocalPlayer.Character then
CharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:connect(CharacterAdded)
UserInputService.JumpRequest:connect(function()
if not Character or not Humanoid or not Character:IsDescendantOf(workspace) or Humanoid:GetState() == Enum.HumanoidStateType.Dead then
return
end
if LocalPlayer.Box.Value == 0 then
return
end
if not waiting then
waiting = true
LocalPlayer.Box.Value = 0
local torso = Character:FindFirstChild("Torso")
if torso then
torso.Velocity = Vector3.new(torso.Velocity.X, Humanoid.JumpPower*0.9, torso.Velocity.Z)
end
wait(0.25)
waiting = false
end
end)
And this script here is a script inside a part.
local str = ""
local obj
script.Parent.MouseClick:Connect(function(hit)
obj = hit
str = hit.Name.."a"
hit.Character.Torso.CFrame = (script.Parent.Parent.CFrame * CFrame.Angles(0,math.pi,0)) - Vector3.new(0,2.5,0)
script.Parent.Parent.WeldConstraint.Part1 = hit.Character.Torso
script.Parent.Parent.Anchored = false
script.Parent.MaxActivationDistance = 0
hit.Box.Value = 1
end)
script.Parent.Parent.Touched:Connect(function(hit)
if hit.Name == "fail" then
script.Parent.Parent.WeldConstraint.Part1 = nil
obj.Box.Value = 0
end
if script.Parent.Parent.WeldConstraint.Part1.Name == "Torso" then
print("success")
--This is where the error is, When the other event triggers, It sets the value to 0, but this doesnt set it to 1 again.
--The success line does print.
obj.Box.Value = 1
end
end)

3 comments
Please check the 2nd script entirely.
Do you know where it stops running? If not, for your own convenience, print something each time something successfully happens so you can get a better understanding of where it stops. That will make it much easier to debug.
ok i might