Is there a way to make others invisible but without destroying their accesories?

Hello! I wanted to make something that makes others invisible when a GUI gets pressed. The problem is, Accesories don’t have a Transparency property, so I have to destroy them.
I want it so that if they press it again, they can see other players again. My script looks like this: It works fine but it destroys the accesories so you can’t make them visible again. It’s local, of course.

So is there a possibility to just make them transparent, somehow?

local plr = game.Players.LocalPlayer
local playerGui = plr:WaitForChild("PlayerGui")
local ScreenGui = playerGui:FindFirstChild("ScreenGui") or playerGui:WaitForChild("ScreenGui")
local TextButton = ScreenGui.TextButton

local function MakePlrsInvisible()
	for _, player in pairs(game.Players:GetChildren()) do
		if player.Name ~= plr.Name then
		local playerName = player.Name
		for _, char in pairs(game.Workspace:GetChildren()) do
			if char.Name == playerName then
				char:FindFirstChild("Head").face:Destroy()
				for _, BodyPart in pairs(char:GetChildren()) do
					if BodyPart:IsA("Part") or BodyPart:IsA("MeshPart") then
						BodyPart.Transparency = 1
						elseif BodyPart:IsA("Accessory") then
							BodyPart:Destroy()
						end
					end
				end
			end
		end
	end	
end

TextButton.MouseButton1Click:Connect(MakePlrsInvisible)
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Accessories do not have a Transparency property, but the handles of them do.
Try looking for the accessory’s handle with FindFirstChild, then setting the transparency to 1/0 respectively.

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It works! Thank you! Do you know how I could make their face transparent? Their face doesn’t have a Handle.

Decals have a Transparency property as well

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Oh, I didn’t see that. ;-; Thank you!

Another option is to just use GetDescendants so you can get the items of a character in a one-dimensional array and then just work off of that. This is much easier than having to set up multiple loops or checks to find all the parts of a character. Just handle it from there.

Your code is also doing some extra work that you should cut down on. Don’t iterate over all items of the Workspace per player, you will generate performance problems. You’re already iterating over all the players so just access their character and work from there.

-- Use ipairs for arrays, not pairs. Use GetService as the canonical way to
-- fetch a service. Finally, use GetPlayers, not GetChildren.
for _, player in ipairs(game:GetService("Players"):GetPlayers()) do
    -- Do a referential comparison, no need to compare by name. Skip the
    -- iteration if the references are the same.
    if player == plr then continue end
    -- Skip iteration if they don't have a character, return will cancel loop
    if not player.Character then continue end

    -- Handle all the descendants of the character
    for _, object in ipairs(player.Character:GetDescendants()) do
        -- Parts have a superclass called BasePart, use this instead of
        -- checking over several classes.
        if object:IsA("BasePart") or object:IsA("Decal") then
            -- Use a multiplier, this is better than hard setting transparency.
            -- Yes, decals also have LTM.
            object.LocalTransparencyModifier = 1
        end
    end
end

Basically, your entire MakePlrsInvisible function, but better on performance by improving the efficiency of what its doing using variables we already have access to.

1 Like