local module = {}
function module.new()
print("Module Fired")
game.Workspace.Floors.Auto:ClearAllChildren()
local floors = math.random(10,15)
game.Workspace:FindFirstChild("ServerData").Floors.Value = floors
nextfloor = 0
for i = 1,floors do
wait()
local random = math.random(1,#game.ServerStorage.Floors.FLOOR:GetChildren())
local floor = game.ServerStorage.Floors.FLOOR:FindFirstChild(random):Clone()
if floor then
nextfloor = nextfloor + floor.Scale.Value
floor:MoveTo(Vector3.new(75.45,nextfloor,-71.4))
floor.Parent = game.Workspace.Floors.Auto
end
end
end
return module
^ Here is my script. Basically, i'm trying to remake the game "Tower of Hell". If you've played that, you know floors generate randomly. This script is a module script in serverstorage. What this script is supposed to do is generate random floors, game.ServerStorage.Floors.FLOOR only has 1 child named "1" at the moment. Later there will be more children. (2,3,4,etc.) So, to my problem, everything seems to be working except the :MoveTo(). I've tried multiple tests, all the floors spawned in the same place. Doing :MoveTo() manually (dev console) did move the floors. Am I doing something wrong? Also floor.Scale.Value is there so the floors can have different height. Thank you!
