local function ApplyTransparency(Character)
for _, Piece in ipairs(Character:GetDescendants()) do
if Piece:IsA("BasePart") and Piece.Name ~= "Head" then
if Piece.Parent:IsA("Accessory") then
if Piece.Parent.AccessoryType == Enum.AccessoryType.Face or Piece.Parent.AccessoryType == Enum.AccessoryType.Hair or Piece.Parent.AccessoryType == Enum.AccessoryType.Hat then
continue
end
end
Piece:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function()
Piece.LocalTransparencyModifier = Piece.Transparency
end)
Piece.LocalTransparencyModifier = Piece.Transparency
end
end
end
Right now this is a function I have,
function CameraModule:FirstPerson(Camera, Character, Client)
if not Character then
return
end
local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCf)
Camera.CFrame = Camera.CFrame * shakeCf
end)
camShake:Start()
-- Explosion shake:
camShake:ShakeSustain(CameraShaker.Presets.HandheldCamera)
local CameraDirection = Vector2.new()
Client.CameraMaxZoomDistance = 0
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
ApplyTransparency(Character)
end
As well the function that calls it, and my biggest issue is that it will work once when the character loads in/spawns in for the first time, but refuses to work after resetting, any help?