You can just write a function that moves a prop that takes a prop, loc, and rot as params and spawn it during the loop and they should all move pretty much at the same time
ShowTycoonFloors()<suspends>:void=
#Get floor props from tag
TaggedFloors := GetCreativeObjectsWithTag(ground_floor_floor_tag{})
for (FloorProp:TaggedFloors):
#Convert floors to creative_props
if (FloorCProp := creative_prop[FloorProp]):
#Get base position of floor
FloorPos := FloorCProp.GetTransform().Translation
#Make the floor start off in the air
FloorCProp.MoveTo(vector3{X:=FloorPos.X, Y:=FloorPos.Y, Z:=FloorPos.Z + 150.0}, rotation{}, 0.01)
#show the floor
FloorCProp.Show()
Loc : vector3 = vector3:
X := FloorPos.X
Y := FloorPos.Y
Z := FloorPos.Z
spawn:
Move_A_Prop(FloorCProp, Loc, rotation{})
Move_A_Prop(Prop:creative_prop, Loc:vector3, Rot:rotation)<suspends>:void=
Prop.MoveTo(Loc, Rot, 0.1)