So I was making a flickering lamp and I am trying to make it so the material changes to smooth plastic when it’s off. But it doesn’t change and I don’t know what I am doing wrong.
local Light = game.Workspace.Lamp1.Part1.PointLight
local material = game.Workspace.Lamp1.Part1.Material
while true do
wait(0.4)
Light.Brightness = 0
material = Enum.Material.SmoothPlastic
wait(0.5)
Light.Brightness = 1
material = Enum.Material.Neon
wait(0.3)
Light.Brightness = 0
material = Enum.Material.SmoothPlastic
wait(0.1)
Light.Brightness = 1
material = Enum.Material.Neon
end
1 Like
Ah yes cursed code
There’s actually a way better approach of doing this than just rather trying to implement the lines of code over and over, also you could try just getting the Part instead of having to use 2 variables?
local Part = workspace.Lamp1.Part1
while true do
for Loop = 0.5, 0.1, -0.1 do
Part1.Brightness = 0
Part1.Material = Enum.Material.SmoothPlastic
wait(Loop)
Part1.Brightness = 1
Part1.Material = Enum.Material.Neon
wait(Loop)
end
end
1 Like
This is not how variables work in LUA. You are overiding what the variabled data is every time you set the material. The light is good because you just set a property not the variable itself.
Try this:
local Light = game.Workspace.Lamp1.Part1.PointLight
local material = game.Workspace.Lamp1.Part1
while true do
wait(0.4)
Light.Brightness = 0
material.Material = Enum.Material.SmoothPlastic
wait(0.5)
Light.Brightness = 1
material.Material = Enum.Material.Neon
wait(0.3)
Light.Brightness = 0
material.Material = Enum.Material.SmoothPlastic
wait(0.1)
Light.Brightness = 1
material.Material = Enum.Material.Neon
end
I like your response but im trying to teach him 1 lesson at a time. You can’t use variables like that(the lesson). I do think your method is better but im not trying to confuse him.
Fair enough, it’s just that most members here would recommending changing the code since it’s a bit unoptimized (If you get what I mean)
Yeah I know, but I’d rather go with something I can understand more since I am new at scripting.