Hey there!
I’m not sure what category this goes in, so let me know please.
I’m making a horror game that uses atmosphere for a fog effect, but my issue is I want the fog outside the building the same, but I want to get rid of it inside, so I can make a dark, scary effect. I have some pictures down below.
Or maybe use region detection to just have fog in certain areas outside the building which then perhaps also have it move around outside. Or us a large fog particle emitter with transparency high in certain areas. Or some mesh fog floating around
To add on to this:
StarterCharacterScripts, StarterPack and (possibly) StarterGui will clone the localscript somewhere each time the character is added.
This makes writing a fog change script, or anything else to do with the character, a bit easier.
A script inside the character can use script.Parent:WaitForChild("HumanoidRootPart") and not have to worry about it disappearing, because it will also disappear when the character does.
The other folders will put scripts into the Player only once, which means you have to connect to player.CharacterAdded, otherwise just doing game.Players.LocalPlayer.Character:WaitForChild("HumanoidRootPart") can become invalid when the character dies - it will be left referring to a part that does not exist.
It’s no big deal, it’s just 2-3 extra lines of code.