#One Sided Transparency
1 messages · Page 1 of 1 (latest)
Easiest solution would just be to make the character invisible on the server and then send a signal to the character's client telling them "hey, you're invis, but you don't need to be" and just make the character semi transparent
Either that or just check when the torso goes invis on the server and use it as a way to determine when the client should see you as partially invis
but how would you make the semi transparency just client sided?
just a simple for loop going through the character model and setting part transparencies to a high number
put it into a lcoal script (recommended under startercharacterscripts or starterplayerscripts
basically
yk the diff between fire all client and client?
fire all client mean everybody see
client means only you see the changes
so what do you think
fire a remote event to the specified player, and pass in the person you want to be semi transparent then do change the transparency there
i would put a local script in starterchaarcter scripts and loop through every player and get their chaarcter, if it it's the player, make a loop of character:GetDescendants to check if v:IsA("BasePart"), if it is, then make the transparency 1, but if it isnt the player itself, do the exact same thing as last time but make the transparency to 0.5
no then other ppl will see the changes
how??
wym how
oh mb
uh
not good
use re its better
so youm can define when exactly to make the changes
local character = player.Character or player.CharacterAdded:Wait()
if player ~= game.Players.LocalPlayer then
for _, part in character:GetDescendants() do
if part:IsA("BasePart") then
part.Transparency = 0.5
end
end
else
for _, part in character:GetDescendants() do
if part:IsA("BasePart") then
part.Transparency = 1
end
end
end```
there
mb for bad formatting
add lua
whast re?
whats*
remote event
ahh ok
wym add lua