I want the player to hide their pets thanks to a local script.
The player who requested this no longer sees his own pets.
However, other players may not allow the requesting player’s pets to
they see it fixed where the player left it.
In fact, other players should see that the pet of the player who requested it is still following him.
how can i fix this error?
function module.Hide_Yours_Pets()
local HidePets = GetSettingByID("Hide_Yours_Pets")
if HidePets.Enabled then
local petsH = character.Pets
local petsH2 = petsH:GetChildren()
for i =1,#petsH2 do
petsH2[i].Parent = ReplicatedStorage.HidePets
end
else
local petsH = ReplicatedStorage.HidePets
local petsH2 = petsH:GetChildren()
for i =1,#petsH2 do
petsH2[i].Parent = character.Pets
end
end
end
I hide the pets from the client and want them to be still visible from the other player’s client and follow the owner. but they stand still as in the picture and do not follow
In a local script (or the local side of a module script) can you not just loop through all the pets the user has and make the transparency so they cannot be seen (or destroy them if u rather that)?
I understand what you mean. but what you see in the picture is the contents of a pet of mine. I just tried this method because I couldn’t find how to choose just mesh parts and decal .
if i can choose these i can do what you say
for i, v in pairs(Pet:GetDescendants()) do
if v:IsA("Part") then
Part.Transparency = 1
Part.CanCollide = false
elseif v:IsA("Decal") then
ImageTransparency = 1
end
end