#I don't understand why my break isn't stopping the loop
1 messages · Page 1 of 1 (latest)
local function minCall(player, pos, size, calling, params)
local brickmin = _G["Brickmin"]
local brickminHRPs = _G["BrickminHRPs"]
local parentModel;
params.FilterDescendantsInstances = {brickminHRPs}
params.FilterType = Enum.RaycastFilterType.Include
local partsInCallDot = workspace:GetPartBoundsInRadius(pos, size.X * 0.5, params)
if (#partsInCallDot) and calling then
for i,v in pairs (partsInCallDot) do
parentModel = v:FindFirstAncestorOfClass("Model")
if parentModel then
print(parentModel.Name .. " was called by " .. player.Name)
addBrickminToSquad:Fire(parentModel.Name)
break
end
end
end
end
getCallDotInfo_RE.OnServerEvent:Connect(function(player, pos, size, calling, color, trans)
callDot.Size = Vector3.new(size.X, size.Y, size.Z)
callDot.Position = pos
callDot.BrickColor = color
callDot.Transparency = trans
callDot.Name = player.Name .. "s CallDot"
if calling then
minCall(player, pos, size, calling, params)
end
end)```
its the if parentModel then print(parentModel.Name .. " was called by " .. player.Name) addBrickminToSquad:Fire(parentModel.Name) break that is where the issue is at