I have a simple script that will clone 2 Dice models (Dice1 and Dice2) to a Folder in the Workspace (GamePieces), then teleport them to a node and randomize their orientation.
The problem is that the script only clones 1 Die and doesnt even bother with the other. I put a print after the 2nd die to see if the script was getting past the 2 Die code and it was so its like the game is just ignoring the fact that i put the 2nd die code there
local WS = game:GetService("Workspace") local RS = game:GetService("ReplicatedStorage") local Dice1Node = WS.Nodes.DiceNode1 local Dice2Node = WS.Nodes.DiceNode2 local Dice1Clone = RS.GamePieces.Dice1:Clone() Dice1Clone.Parent = WS.GamePieces Dice1Clone:MoveTo(Vector3.new(Dice1Node.CFrame.X, Dice1Node.CFrame.Y - 5, Dice1Node.CFrame.Z)) Dice1Clone:SetPrimaryPartCFrame(Dice1Clone.PrimaryPart.CFrame * CFrame.Angles(math.rad(math.random(0,360)), math.rad(math.random(0,360)), math.rad(math.random(0,360)))) local Dice2Clone = RS.GamePieces.Dice2:Clone() Dice1Clone.Parent = WS.GamePieces Dice2Clone:MoveTo(Vector3.new(Dice2Node.CFrame.X, Dice2Node.CFrame.Y - 5, Dice2Node.CFrame.Z)) Dice2Clone:SetPrimaryPartCFrame(Dice2Clone.PrimaryPart.CFrame * CFrame.Angles(math.rad(math.random(0,360)), math.rad(math.random(0,360)), math.rad(math.random(0,360))))
I figured it out.....I was just stupid and didnt set the second die parent correctly...