So I created a car store where people can spawn cars from it if they have enough money. I used an intvalue to check if they have a car or not. 0 = no car and 1 = car. I have the following issues with it: 1) The cars do not spawn at the positions that I put in the script 2) I assume the intvalue doesn't seem to work because I am still able to buy both cars 3) How do I make it so people cant spawn cars on top of eachother? 4) How do I make this a loop, after you click the button once, you have to die before you can buy another car. Note: This is a localscript inside the player. It currently does spawn the car from lighting in the position it was before I put it in lighting. And it does take away money apon purchase.
-- setup local variables local buyButton1 = game.Workspace.BuyButton1.SurfaceGui.TextButton local amount = 1000 local carname = game.Lighting.Godzilla -- when player clicks on buy brick promt him/her to buy a product buyButton1.MouseButton1Click:connect(function() if (game.Players.LocalPlayer.CarOwner.Value == 0) and (game.Players.LocalPlayer.leaderstats.Money.Value >= amount) then game.Players.LocalPlayer.leaderstats.Money.Value = game.Players.LocalPlayer.leaderstats.Money.Value - amount clo = carname:clone() clo.Parent = game.Workspace clo:MakeJoints() clo:MoveTo(0,5,0) -- Where you want it to be spawned. game.Players.LocalPlayer.CarOwner.Value = 1 end end) -- setup local variables local buyButton = game.Workspace.BuyButton.SurfaceGui.TextButton local amount = 500 local carname = game.Lighting.Blueberry -- when player clicks on buy brick promt him/her to buy a product buyButton.MouseButton1Click:connect(function() if (game.Players.LocalPlayer.CarOwner.Value == 0) and (game.Players.LocalPlayer.leaderstats.Money.Value >= amount) then game.Players.LocalPlayer.leaderstats.Money.Value = game.Players.LocalPlayer.leaderstats.Money.Value - amount clo = carname:clone() clo.Parent = game.Workspace clo:MakeJoints() clo:MoveTo(0,5,0) -- Where you want it to be spawned. game.Players.LocalPlayer.CarOwner.Value = 1 end end)