Hello, is there a way to make it where all players in the game but urself goes invisible even the things there holding?
for _, v in pairs(game.Players:GetChildren()) do
for _, e in pairs(v.Character:GetDescendants()) do
if e:IsA("BasePart") then
e.Transparency = 1
end
end
end
is this inside of a textbutton?
-- assuming this is local script,
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
local function HideAllPlayer() -- creating function
for i,player in ipairs(Players:GetPlayer()) do -- getting all player
if player == LocalPlayer then continue end -- checking if the player is local player, if it is then skip
if player.Character then -- checking if player have character
for i,part in ipairs(player.Character:GetDescendants()) do -- looping through everything inside character
if part:IsA("BasePart") or part:IsA("Decal") then -- checking if part is a part or decal
if Hiding then -- if Hiding is on
if HidedPart[part] then -- if this part was hided
HidedPart[part] = nil -- removing part from hided table
part.Transparency = 0 -- making part visible
end
else -- Hiding is off, turn on hiding
if part.Transparency ~= 1 then -- checking if part is already invisible
part.Transparency = 1 -- making part invisible
HidedPart[part] = true -- inserting part into table
end
end
end
end
end
end
Hiding = not Hiding -- Hiding will be the opposite (true -> false, false -> true)
end
HideAllPlayer() -- calling the function
task.wait(10)
HideAllPlayer() -- calling the function again
This will only work inside a text button or image button
-- Local Script
local players = game:GetService("Players")
local local_player = players.LocalPlayer
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
else
end
end
end
script.Parent.MouseButton1Click:Connect(function()
for num,player in pairs (players:GetPlayers()) do
if player ~= local_player then
invisible(player)
else
end
end
end)
local players = game:GetService("Players")
local player = players.LocalPlayer
while task.wait() do
for _, plr in ipairs(players:GetPlayers()) do
if plr ~= player then
local char = player.Character
for _, part in ipairs(char:GetDescendants()) do
if part:IsA("BasePart") or part:IsA("Decal") then
part.Transparency = 1
end
end
local bp = plr.Backpack
for _, part in ipairs(bp:GetDescenants()) do
if part:IsA("BasePart") or part:IsA("Decal") then
part.Transparency = 1
end
end
end
end
end)
This loop will run every frame ensuring every limb/tool/accessory of the player is transparent (invisible).
im making it where u can show them again but the humanoid root part shows can u help
local players = game:GetService("Players")
local local_player = players.LocalPlayer
local Invis = false
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
else
end
end
end
local function Show(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 0
v.Parent.HumanoidRootPart.Transparency = 1
else
end
end
end
script.Parent.MouseButton1Click:Connect(function()
for num,player in pairs (players:GetPlayers()) do
if player ~= local_player then
if not Invis then
Invis = true
invisible(player)
else
if Invis then
Show(player)
Invis = false
end
end
end
end
end)
local players = game:GetService("Players")
local local_player = players.LocalPlayer
local Invis = false
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
else
end
end
end
local function Show(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0
else
end
end
end
and last thing how would i disable particles on the player or the tool?
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v:Destroy()
end
end
end
What about enable off? if i did enable off would it mess the other things up Nvm i got it
do u know why this isnt working, i tried making it where the handle doesnt show and the particles go away but theres a problem, the particles go away but it never comes back but eveyrthing else works
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v.Enabled = false
else
end
end
end
local function Show(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0
if v:IsA("Part") and v.Name == "Handle" then
v.Transparency = 1
if v:IsA("ParticleEmitter") then
v.Enabled = true
else
end
end
end
end
end
local function Show(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0
if v:IsA("Part") and v.Name == "Handle" then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v.Enabled = true
else
end
end
end
end
You used if instead of elseif, that should be it.
still doesnt enable it back for some reason
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v.Enabled = false
else
end
end
end
local function Show(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0
if v:IsA("Part") and v.Name == "Handle" then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v.Enabled = true
else
end
end
end
end
particles still dont reappear for some reason
local function invisible(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if v:IsA("BasePart") or v:IsA("Decal") then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v.Enabled = false
else
end
end
end
local function Show(player_)
for i,v in pairs (player_.Character:GetDescendants()) do
if (v:IsA("BasePart") or v:IsA("Decal")) and v.Name ~= "HumanoidRootPart" then
v.Transparency = 0
elseif v:IsA("BasePart") and v.Name == "Handle" then
v.Transparency = 1
elseif v:IsA("ParticleEmitter") then
v.Enabled = true
else
end
end
end
It’s because the ParticleEmitter checking was inside the BasePart and Decal checking, all of those conditional statements should just be 1 chain.