You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
Perspective of the player if i know localscript works but this issue still stuck in my head
What is the issue? Include screenshots / videos if possible!
player 1 (aka one thats recording) via microsoft roblox application
player 2 (one that touched the part) via mobile
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
i did found few solutions but ended up error
After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!
Here’s the script i used to do it
local C2 = game.Workspace.C2
C2.Touched:Connect(function(Hit)
if Hit.Parent then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
if Player then
local SurfaceGui = game.Workspace.C2.TagNumber2.Front
SurfaceGui.Enabled = false
local SurfaceGui = game.Workspace.C2.TagNumber2.Back
SurfaceGui.Enabled = false
local SurfaceGui = game.Workspace.C2.TagNumber2.Left
SurfaceGui.Enabled = false
local SurfaceGui = game.Workspace.C2.TagNumber2.Right
SurfaceGui.Enabled = false
local Part = game.Workspace.C2
Part.Transparency = 1
print ("working...")
end
end
end)
it looks basic because im new at scripting learned little bit about basic scripting
what i want is to let the player touch the visible part once touch the part goes invisible but the players will still see the part that the player touch still visible
i heard localscript via startergui or other that support the localscript works but didn’t change anything except the part being invisible both perspective of the player once the other player touched the part
it was a checkpoint that im making if ur curios
check the video it explains what im describing
Since the player who touches the checkpoint is the only player for whom any visual effects will appear, these can be handled from a LocalScript. You’ll still need a server Script to handle spawning logic and keeping track of which checkpoint is currently active for each player.
Examining LocalScript, it’s clear that your current approach of putting the VFX script in the checkpoint itself won’t work since LocalScripts don’t run in most things in Workspace. A different approach is to have a single script that manages all checkpoints instead of one script per checkpoint. The (small) disadvantage is that the centralized script needs some logic to figure out what checkpoints are in the game.
My preferred way of doing that is to use CollectionService and a tag management plugin for this. Simply tag every checkpoint with “Checkpoint”, and set up a CheckpointManager script in StarterPlayerScripts like this:
local TagS = game:GetService("CollectionService")
function init()
for _, tagged in ipairs(TagS:GetTagged("Checkpoint")) do
setupCheckpoint(tagged)
end
TagS:GetInstanceAddedSignal("Checkpoint"):Connect(setupCheckpoint)
end
function setupCheckpoint(checkpoint)
checkpoint.Touched:Connect(function(hitPart)
--only do something if the touching player is the local player BTW
...
end)
end
init()
sorry if the reply is late but got a question though
well yes local script doesn’t run with some stuff thats on workspace but if i was doing that on a part similar to the checkpoint like when player touches part it disappears but the part still appear visible on other player’s perspective. any chance that would be possible to do something within a script or no? i kept thinking about it though so the solution to the checkpoint is good but not exactly what im looking for others though just sayin