local Colors = {}
for i = 1, 1032 do
local BrickColorValue = BrickColor.new(i)
if not table.find(Colors, BrickColorValue) and BrickColorValue ~= "undesired value" then
table.insert(Colors, BrickColorValue)
end
end
--use this statement anytime you need to get a random color:
local randomColor = Colors[math.random(#Colors)]
local Colors = {}
for i = 1, 1032 do
local BrickColorValue = BrickColor.new(i)
if not table.find(Colors, BrickColorValue) and BrickColorValue ~= "undesired value" then
table.insert(Colors, BrickColorValue)
end
end
while true do
p1.BrickColor = Colors[math.random(#Colors)]
--rest of your script
end
Yes, and then you want to make sure the if statement if not table.find(Colors, BrickColorValue) and BrickColorValue ~= "undesired value" then includes your brick values as undesired values
Now that I’m noticing, you are telling me to use a service that gets groups of parts from one ancestor. This is both useless when talking about a model that already exists with barely any children (even if there were too many, getchildren() would do the job), and when talking about colours. I don’t understand what I am going to do with CollectionService while I am trying to exclude colours from a randomizer. I don’t want to rewrite my script. I want to change the colours in it