DrMaher
(DrMaher)
September 27, 2020, 5:51pm
#1
Hello everyone,
I’m looking for a way to arrange a “GetChildren()” Table, so I can change the properties of multiple parts in order, and NOT randomly.
I can not think of a way to do it, I tried looking in the forum but it seems that there isn’t anything helpful.
Path = game.Workspace.Path:GetChildren()
for i,v in pairs(Path) do
v.BrickColor = BrickColor.new("Really red") -- A Random Example
wait(0.5)
end
I hope to see an easy solution, Thank You.
1 Like
Try to use this:
for i,v in pairs(game.Workspace.Path:GetChildren()) do
v.BrickColor = BrickColor.new("Really red")
wait(0.5)
end
string.format("%03i", n)
pads any non-negative n with 0s to make it 3 digits (n > 999 is unchanged).
local path = workspace.Path
local numPath = #path:GetChildren()
for num = 1, numPath do
local part = path[string.format("Part%03i", num)]
part.BrickColor = BrickColor.new("Really red")
wait(0.5)
end
1 Like
DrMaher
(DrMaher)
September 27, 2020, 6:12pm
#4
It’s the same thing, I don’t see how’s that suppose to arrange it?
Using generic for loops might just be the solution to this.
DrMaher
(DrMaher)
September 27, 2020, 6:18pm
#6
it seems to be working, I had to change a simple error you made, however:
Before:
part.BrickColor.new(“Really red”)
After:
part.BrickColor = BrickColor.new(“Really red”)
Other than that, it works just fine, thank you for your help
1 Like