#Part not wanting to become visible 🙄

13 messages · Page 1 of 1 (latest)

left burrow
#

Can't tell what is wrong but it is not working so something is wrong. Please ask if needing other scripts/info.

Unlocking

local UnlockButton = game.Workspace.Button1.Click.Clicked
--local TweenService = game:GetService("TweenService")
local parts = game.Workspace.Button2

for _, part in ipairs(parts:GetChildren()) do
    if part:IsA("BasePart") then
        part.Transparency = 1
        part.CanCollide = false
    end
end

while wait(0.1) do
    print(UnlockButton.Value)
    if UnlockButton.Value then
        print("wow i actully did something")
        for _, part in ipairs(parts:GetChildren()) do
            if part:IsA("BasePart") then
                part.Transparency = 0
                part.CanCollide = true
            end
        end
    else
        print("false sigma :nerd:")
    end
end

minor quail
#

what are you trying to do?

plush hare
#

probably have another script messing with it

left burrow
steady prism
#

I haven't seen the video but, if you're changing the BoolValue manually via Studio, then that's the issue

tight fractal
#

the problem

#

is

#

when u're doing local parts

#

it saves only parts

#

that u had when joined

#

local UnlockButton = game.Workspace.Button1.Click.Clicked
--local TweenService = game:GetService("TweenService")
local parts = game.Workspace.Button2

for _, part in ipairs(parts:GetChildren()) do
if part:IsA("BasePart") then
part.Transparency = 1
part.CanCollide = false
end
end

while wait(0.1) do
print(UnlockButton.Value)
if UnlockButton.Value then
print("wow i actully did something")
parts = game.Workspace.Button2
for _, part in ipairs(parts:GetChildren()) do
if part:IsA("BasePart") then
part.Transparency = 0
part.CanCollide = true
end
end
else
print("false sigma 🤓")
end
end

#

maybe like that