-- VARIABLES

  

local GasLocation = script.Parent.Parent

  

local PlaneLocation = script.Parent.Parent.Parent.Planes

  

local GasChildren = script.Parent.Parent:GetChildren()

  

local PlaneChildren = game.Workspace.Planes:GetChildren()

  

local GasProp = script.Parent

  

local Gravity = game.Workspace.Gravity

  

  

  

local Debounce = false

  

  

  

-- VARIABLES

  

local function GasTouched(hit) -- This function is run whenever the gas is hit.

  

if not Debounce then Debounce = true -- Debounce

if GasProp.Name == "GasModel" then -- Check if the Prop is the cloning Prop.

return

end

-- VARIABLES

local PlayerTouched = hit.Parent:FindFirstChild("Humanoid") -- Player's Humanoid

local PlayerTouchedName = PlayerTouched.Parent.Name -- Player's name

-- VARIABLES

for i,v in pairs(PlaneChildren) do

if v.Name == PlayerTouchedName .. "\'s Plane" then

v.Size = v.Size + Vector3.new(1,1,1)

v.BodyPosition.MaxForce = Vector3.new( Gravity*v:GetMass(), Gravity*v:GetMass(), Gravity*v:GetMass()) -- Adjust Weight Balance

end

end

GasProp:Destroy()

wait(2)

Debounce = false -- Reset Debounce

end

end

  

  

if GasProp.Touched then

GasProp.Touched:Connect(GasTouched)

end

My problem is happening with v:GetMass()*Gravity, when the prop gets too big it is falling through the earth resulting in the prop despawning.

I know that there is probably a way simpler way of doing what I have done using smaller code but I am fairly new and this is the first time I have attempted something like this.

1 comment

0

omg learn to indent pls, otherwise your never gonna be a good scripter