I want to know how to make the script check if the part get removed and if it did then it will respawn a new part and if possible make the script not spawn parts in side buildings.
this scripts makes it so that parts spawn in the part. i cant make it spawn in the entire baseplate because it spawns inside builds and i don't know how to fix that.
local Workspace = game:GetService("Workspace").Workspace
local Configuration = Workspace.Configuration
local m = Instance.new("Folder")
m.Parent = workspace
for k = 1, Configuration.Amount2.Value do
local Part = script.Parent
local rock = game.ReplicatedStorage.Trash:Clone()
local pos = Vector3.new(math.random(-Part.Size.x/2, Part.Size.x/2), Part.Size.y/2, math.random(-Part.Size.z/2,Part.Size.z/2))
rock:SetPrimaryPartCFrame(Part.CFrame * CFrame.new(pos))
rock.Parent = m
end
this scripts give player the point
local Debounce = true
local Part = script.Parent
game.Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
Part.Touched:Connect(function(Part)
if Debounce and Part.Parent == Character then
Debounce = false
local PlayerTrash = Player.leaderstats.Trash
local Multiplier = Player.Multiplier
PlayerTrash.Value = PlayerTrash.Value + 1
script.Parent:Destroy()
end
end)
end)
end)

5 comments
Your lack of understanding on basic scripting makes me doubt that you wrote these scripts.
Wdym? My pleasure
Same. I highly doubt that you understand what the script is doing.
You need to learn networking before you make a game, you can learn about working with FilteringEnabled on the ROBLOX Wiki but for now put the script in ServerScriptService, create a localscript and put it inside ReplicatedFirst and then create a RemoteEvent and place it inside ReplicatedStorage to communicate between client/server. note: when working in Filtering Enabled you should never trust the
never trust the client, always check server for data