Function only "applies" once, wont work after respawning!

You need to update LocalTransparencyModifier of character parts every frame, as they get overwritten.

Can you clarify what the issue is with Line 79?

Client.CharacterAdded:Connect(function(NewCharacter)
	task.wait(game.Players.RespawnTime + 0.5) -- you can adjust + 0.5 as you need(although that makes little delay, that is important to make )
	local NewCamera = workspace.CurrentCamera
	CameraModule:FirstPerson(NewCamera, NewCharacter, Client)
end)

This would not work because it is in a startercharacterscript.

Piece:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function()
				Piece.LocalTransparencyModifier = Piece.Transparency
			end)

???

Line 79 issue underlies with the character issue.

I didn’t use AI, maybe my english is not the best but i really didn’t use AI.

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No yea I noticed, its fine that was my fault

Don’t use PropertyChangedSignals for that!

Usually you are supposed to also put the alternative in your response.

From Object:GetPropertyChangedSignal() documentation:

Additionally, the returned event may not fire on every modification of properties that change very frequently, and/or it may not fire for such properties at all. It’s recommended that you carefully test for property changes that impact game logic.

Update the transparency modifier every frame on render step.

Didn’t fix anything, but thanks i guess.

Alright I’m gonna need you to describe the issue clearly.

What exactly does and doesn’t work?
Is the Transparency being applied correctly? Are you sure your functions are running properly? What part is having issues with Character?

The Transparency is applied correctly, it is only after THE CHARACTER DIES AND RESPAWNS, that the entire function begins to act inappropriately such as,

  • PARTS THAT NEED TO BE TRANSPARENT WILL NOT BE TRANSPARENT
  • THE CAMERA LOGIC IN LINE 79 DOES NOT WORK AS EXPECTED.

Cant make it any clearer than that.

Please check your reference to the character.

Ok. See, I appreciate your help, it is immensely helpful but all your replies and attempts are :-1:, you are regurgitating my own observations and debugs

I am just going to ask you to stop tryna help :sob:

After Humanoid Dies you need to disconnect Run function and also
this

Piece:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function()
		Piece.LocalTransparencyModifier = Piece.Transparency
end)

You would ask why?

I mean after character dies Camera is changed to Custom and run function still runs, To be honest i didn’t know anything about this LocalTransparencyModifier so better disconnect it

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You are withholding important information I need to be able to help you :face_holding_back_tears:

I’ll ask these questions here since you don’t seem to want help from me:
How exactly is the camera script at line 79 not working as expected?
If your parts transparencies are not being set, check the code to see if you’re working with the right thing.

I am not! You cannot make sense of literally anything I’ve said :face_holding_back_tears:, Please remove yourself from the thread :face_holding_back_tears:, I ask this in the most respectful tone possible.

You might have a good idea of changing the camera to custom when the character dies, Ill try that.

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OH MY GOD DUDE YOU ARE A GENIUS :sob: :sob: :sob: :sob: :sob: :sob: :sob:

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I cant keep telling you the same answers that I’ve already said up in the thread/forum, Please learn to change this behavior!

Why tho? Because those parts should be getting destroyed by the engine, aka all connected events get disconnected

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