How do I make the character glow?

I’ve tried turning my character neon in order to make them glow, but it seems the mesh just overwrites any changes to the material. This is what I want to achieve.
image

This is what my script mainly looks like

	print("Hey")
	Character = Char
	Humanoid = Character:WaitForChild("Humanoid")
	Humanoid.Changed:Connect(function(ChangedProp)
		print("Yo")
		if ChangedProp == "Health" then
			print("Yo")
			if Humanoid.Health == 0 then
				print("Yo")
				Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
				local Particles = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles2 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles3 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles4 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles5 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles6 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles7 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles8 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles9 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles10 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles11 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles12 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles13 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles14 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				local Particles15 = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
				Particles.Parent = Character.HumanoidRootPart
				Particles2.Parent = Character.Head
				Particles3.Parent = Character.LeftFoot
				Particles4.Parent = Character.LeftHand
				Particles5.Parent = Character.LeftLowerArm
				Particles6.Parent = Character.LeftLowerLeg
				Particles7.Parent = Character.LeftUpperArm
				Particles8.Parent = Character.LeftUpperLeg
				Particles9.Parent = Character.LowerTorso
				Particles10.Parent = Character.RightFoot
				Particles11.Parent = Character.RightHand
				Particles12.Parent = Character.RightLowerArm
				Particles13.Parent = Character.RightLowerLeg
				Particles14.Parent = Character.RightUpperArm
				Particles15.Parent = Character.RightUpperLeg
				Character.HumanoidRootPart.Anchored = true
				Character.Head.Anchored = true
				Character.LeftFoot.Anchored = true
				Character.LeftHand.Anchored = true
				Character.LeftLowerArm.Anchored = true
				Character.LeftLowerLeg.Anchored = true
				Character.LeftUpperArm.Anchored = true
				Character.LeftUpperLeg.Anchored = true
				Character.LowerTorso.Anchored = true
				Character.RightFoot.Anchored = true
				Character.RightHand.Anchored = true
				Character.RightLowerArm.Anchored = true
				Character.RightLowerLeg.Anchored = true
				Character.RightUpperArm.Anchored = true
				Character.RightUpperLeg.Anchored = true
				Character.UpperTorso.Anchored = true
				for i, v in pairs(Character:GetChildren()) do
					if v.ClassName == "Accessory" then
						v:Destroy()
					end
				end
				Character.Head.BrickColor = BrickColor.new("Tr. Blue")
				Character.LeftFoot.BrickColor = BrickColor.new("Tr. Blue")
				Character.LeftHand.BrickColor = BrickColor.new("Tr. Blue")
				Character.LeftLowerArm.BrickColor = BrickColor.new("Tr. Blue")
				Character.LeftLowerLeg.BrickColor = BrickColor.new("Tr. Blue")
				Character.LeftUpperArm.BrickColor = BrickColor.new("Tr. Blue")
				Character.LeftUpperLeg.BrickColor = BrickColor.new("Tr. Blue")
				Character.LowerTorso.BrickColor = BrickColor.new("Tr. Blue")
				Character.RightFoot.BrickColor = BrickColor.new("Tr. Blue")
				Character.RightHand.BrickColor = BrickColor.new("Tr. Blue")
				Character.RightLowerArm.BrickColor = BrickColor.new("Tr. Blue")
				Character.RightUpperArm.BrickColor = BrickColor.new("Tr. Blue")
				Character.RightUpperLeg.BrickColor = BrickColor.new("Tr. Blue")
				Character.UpperTorso.BrickColor = BrickColor.new("Tr. Blue")
				Character.RightLowerLeg.BrickColor = BrickColor.new("Tr. Blue")
				local SurfaceLight = game.ReplicatedStorage.SurfaceLight
				local SurfaceLight1 = SurfaceLight:Clone()
				local SurfaceLight2 = SurfaceLight:Clone()
				local SurfaceLight3 = SurfaceLight:Clone()
				local SurfaceLight3 = SurfaceLight:Clone()
				local SurfaceLight4 = SurfaceLight:Clone()
				local SurfaceLight5 = SurfaceLight:Clone()
				local SurfaceLight6 = SurfaceLight:Clone()
				local SurfaceLight7 = SurfaceLight:Clone()
				local SurfaceLight8 = SurfaceLight:Clone()
				local SurfaceLight9 = SurfaceLight:Clone()
				local SurfaceLight10 = SurfaceLight:Clone()
				local SurfaceLight11 = SurfaceLight:Clone()
				local SurfaceLight12 = SurfaceLight:Clone()
				local SurfaceLight13 = SurfaceLight:Clone()
				local SurfaceLight14 = SurfaceLight:Clone()
				local SurfaceLight15 = SurfaceLight:Clone()
				SurfaceLight1.Parent = Character.Head
				SurfaceLight2.Parent = Character.LeftFoot
				SurfaceLight3.Parent = Character.LeftHand
				SurfaceLight4.Parent = Character.LeftLowerArm
				SurfaceLight5.Parent = Character.LeftLowerLeg
				SurfaceLight6.Parent = Character.LeftUpperArm
				SurfaceLight7.Parent = Character.LeftUpperLeg
				SurfaceLight8.Parent = Character.LowerTorso
				SurfaceLight9.Parent = Character.RightFoot
				SurfaceLight10.Parent = Character.RightHand
				SurfaceLight11.Parent = Character.RightLowerArm
				SurfaceLight12.Parent = Character.RightUpperArm
				SurfaceLight13.Parent = Character.RightUpperLeg
				SurfaceLight14.Parent = Character.UpperTorso
				SurfaceLight15.Parent = Character.RightLowerLeg
				for i = 0, 1, 0.25 do
					wait(0.05)
					Character.Head.Transparency = i
				end
				for i = 0, 1, 0.25 do
					wait(0.05)
					Character.UpperTorso.Transparency = i
					Character.RightUpperArm.Transparency = i
					Character.LeftUpperArm.Transparency = i
					Character.RightLowerArm.Transparency = i
					Character.LeftLowerArm.Transparency = i
					Character.LeftHand.Transparency = i
					Character.RightHand.Transparency = i
				end
				for i = 0, 1, 0.25 do
					wait(0.05)
					Character.LowerTorso.Transparency = i
					Character.LeftUpperLeg.Transparency = i
					Character.RightUpperLeg.Transparency = i
					Character.LeftLowerLeg.Transparency = i
					Character.RightLowerLeg.Transparency = i
					Character.LeftFoot.Transparency = i
					Character.RightFoot.Transparency = i
				end

				
				Character.Head.face.Transparency = 1
				wait(1.5)
				Particles:Destroy()
				Particles2:Destroy()
				Particles3:Destroy()
				Particles4:Destroy()
				Particles5:Destroy()
				Particles6:Destroy()
				Particles7:Destroy()
				Particles8:Destroy()
				Particles9:Destroy()
				Particles10:Destroy()
				Particles11:Destroy()
				Particles12:Destroy()
				Particles13:Destroy()
				Particles14:Destroy()
				Particles15:Destroy()
				SurfaceLight1:Destroy()
				SurfaceLight2:Destroy()
				SurfaceLight3:Destroy()
				SurfaceLight4:Destroy()
				SurfaceLight5:Destroy()
				SurfaceLight6:Destroy()
				SurfaceLight7:Destroy()
				SurfaceLight8:Destroy()
				SurfaceLight9:Destroy()
				SurfaceLight10:Destroy()
				SurfaceLight11:Destroy()
				SurfaceLight12:Destroy()
				SurfaceLight13:Destroy()
				SurfaceLight14:Destroy()
				SurfaceLight15:Destroy()
				Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, true)
				
			end
		end
	end)
end)

2 Likes

For the record, I used surface lights, but it doesn’t give the neon-type look that I want.

2 Likes

what do u want in the first place?

2 Likes

also your code is too messy. I will help change it a bit

2 Likes
print("Hey")
	Character = Char
	Humanoid = Character:WaitForChild("Humanoid")
	Humanoid.Changed:Connect(function(ChangedProp)
		print("Yo")
		if ChangedProp == "Health" then
			print("Yo")
			if Humanoid.Health == 0 then
				print("Yo")
				Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
                for i, v in pairs(Character:GetChildren()) do
                    if v:IsA("BasePart") then
                        local c = game:GetService("ReplicatedStorage").ParticleEmitter:Clone()
                        c.Parent = v
                        v.Anchored = true
                        v.BrickColor = BrickColor.new("Tr. Blue")
                        local s = game.ReplicatedStorage.SurfaceLight:Clone()
                        s.Parent = v
                    end
                    if v.ClassName == "Accessory" then
						v:Destroy()
					end
                end
				for i = 0, 1, 0.25 do
					task.wait(0.05)
					Character.Head.Transparency = i
				end
				for i = 0, 1, 0.25 do
					task.wait(0.05)
					for _, v in pairs(Character:GetChildren()) do
					    v.Transparency = i
					end
				end
				for i = 0, 1, 0.25 do
					task.wait(0.05)
					for _, v in pairs(Character:GetChildren()) do
					    v.Transparency = i
					end
				end

				
				Character.Head.face.Transparency = 1
				task.wait(1.5)
                for i, v in pairs(Character:GetChildren()) do
                    if v:IsA("BasePart") then
                        if v.Name == "SurfaceLight" or v.Name == "ParticleEmitter" then
                            v:Destroy()
                        end
                    end
                end
				Character.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Dead, true)
				
			end
		end
	end)
end)

Hope it helps! :slight_smile: If it did please set it as solution thanks!

2 Likes
local character = -- path to character

table.foreach(character:GetDescendants(), function(index, value)
  if (value:IsA("BasePart")) then value.Material = Enum.Material.Neon end
end)
2 Likes

Or you can just do

local character = --your character
for i, v in pairs(character:GetChildren()) do
    pcall(function()
        if v.Name ~= "Head" then
            v.Material = Enum.Material.Neon
        end
    end)
end
1 Like

Understandable banget ngab, ajarin donh caranya owkowkwokwok :grinning_face_with_smiling_eyes:

Uhm, sorry but what are you talking about here…? You could message him next time.

When do you want the player become neon?

I already resolved the issue, but I wanted the character to glow when they died. I figured out that I just had to remove bodycolors in the character and change the material to neon/

so you mean its fixed now? β€Žβ€Žβ€Ž β€Žβ€Žβ€Ž β€Žβ€Žβ€Ž β€Žβ€Žβ€Ž β€Žβ€Žβ€Ž

Yeah. What do I do after something has already been fixed?

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