I have a script where my game cycles through three phases, the lobby phase, loading phase, and the game phase.
However at the end of the game phase, the bricks that have been cloned in are not being destroyed, and there are no errors.
Here is my code (btw the lt, l2t, and gt are intvalues representing the amount of time left in a specific phase):
--{{VARIABLES}}--
g = game.Workspace.gameRunner.inGame
s = g.Parent.status
gt = game.Workspace.gameRunner.gameTime
lt = game.Workspace.gameRunner.lobbyTime
l2t = game.Workspace.gameRunner.loadTime
--{{CHECKER}}--
while true do
if l2t.Value == 15 then
wait(1)
game.ServerStorage.Fallen:MakeJoints()
game.ServerStorage.Fallen:Clone().Parent = game.Workspace
game.Workspace.Fallen.Name = "fallenCopy"
elseif gt == 1 then
game.Workspace.fallenCopy:Destroy()
end
wait(1)
end
Here is another idea for a solution which also did not work:
--{{VARIABLES}}--
g = game.Workspace.gameRunner.inGame
s = g.Parent.status
gt = game.Workspace.gameRunner.gameTime
lt = game.Workspace.gameRunner.lobbyTime
l2t = game.Workspace.gameRunner.loadTime
--{{CHECKER}}--
while true do
if l2t.Value == 15 then
wait(1)
game.ServerStorage.Fallen:MakeJoints()
game.ServerStorage.Fallen:Clone().Parent = game.Workspace
game.Workspace.Fallen.Name = "fallenCopy"
end
if gt == 1 then
game.Workspace.fallenCopy:Destroy()
end
wait(1)
end
A solution would be highly appreciated as I have been stumped on this for a while!

2 comments
I would assume it isn't working because of your "elseif." Unless you already have something in the workspace named "fallenCopy," it will have nothing to Destroy because l2t's value isn't 15, therefore it didn't clone the object/s.
I changed it around to this and it didn't work. Any ideas?: