i have this script that changes the character and its accesories into forcefield. although now i want to change it so it makes you neon, although if you make it neon it doesnt work as it should. if you use f3x in game and change your material of your player into forcefield it will take big effect. if you change it into neon only the sun reflection on your character changes. if you use kohls admin and do :crm me you become a certain material, if you then use f3x your character DOES become neon! how do i make it so that the character changes into neon that way and not the other way?
workspace["MChanger"].Touched:Connect(function(touch)
if game.Players:GetPlayerFromCharacter(touch.Parent) then -- To verify if its a player
local Childrens = touch.Parent:GetDescendants()-- Get the children
for i,v in ipairs(Childrens) do -- For loop through the Children
if v:IsA("BasePart") then -- If v or value is a basepart (basepart is basically a superclass of all types of parts)
v.Material = Enum.Material["ForceField"] -- change the Material of v which is the part.
end
end
end
end)
What do you mean? I’m not 100% sure but here’s a working code you can look into.
I also modified it a bit.
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local Debounce = false -- if wanted, to avoid spamming it.
Workspace.MChanger.Touched:Connect(function(hit)
local Player = Players:GetPlayerFromCharacter(hit.Parent)
if Player then
if Debounce then
return
end
Debounce = true
local Character = Player.Character or Player.CharacterAdded:Wait()
local Children = Character:GetDescendants()
for i,v in pairs(Children) do
if v:IsA("Part") then
v.Material = Enum.Material.ForceField -- change "ForceField" to "Neon" if that's what you wanted.
end
end
wait(5)
Debounce = false
end
end)
for your info, the script works fine to change into forcefield, the problem was that when turning a player into neon, it doesnt change the way you look, you dont get that shiny look, the question was to make it so that if you touch the brick the player becomes the shiny neon.
The content of the thread is extremely confusing and I can’t follow along with what you’re trying to say in it, like at all. Sorry. So I’ll just discuss the general idea of characters and materials instead.
Player parts are unable to render materials if they are wearing clothing items and the head mesh isn’t able to render materials at all so you’ll require a different workaround for that such as attaching a union part that looks similar to the head mesh.
Scripts that are successfully able to rematerialise you, such as admin scripts, archive your clothing so that the materials can actually show.
The first script I posted here, did actually change the full character material. I’ll explain it once again. If I change the material of my player to neon. It doesn’t change anything besides the reflection, what I do want it do to is change the character like my second picture and have that glow effect. @Syclya mind sending me the script for the particles because I have no idea how to recreate this effect.
Read my post again then, it’s explained why that happens. Materials don’t properly show under certain circumstances such as having an unsupported mesh on the part it’s applied to or having an overlaying ClothingItem (Shirt/Pants).
Alright, the second picture is taken (like you said) with admin commands, I changed the first script I send to Neon instead of force field and then I did :crm me with kohl’s admin. Then I walked through the part and it actually changed me into neon, is there a way to script it so the part also “crm”’s you?
New thread for a new problem please. I also don’t quite understand what you’re saying since this seems to be very specific to a certain type of resource (“Kohl’s Admin”) which I don’t use, so you should try resolving that on your own first.