are there any errors in the output?
no there are not⌠I will add some print statements
alright, tell me what happens when youâre finished.
Ok just finished. Nothing prints. I put a print statement right after the part is touched, but it doesnât print that at all so I am very confused.
here the only difference is defining the part right away:
local part = script.Parent
part.Touched:Connect(function(hit)
if hit.Parent.Name == game.Players.LocalPlayer.Name then
part.Transparency = 0.75
part.CanCollide = false
wait(2.5)
part.Transparency = 0.25
part.CanCollide = true
end
end)
Tested it, and it doesnât workâŚ
here lemme check one of my games I had a script sort of like this.
this is the exact script I had:
game.Workspace.ShopOpen.Touched:Connect(function(hit)
if hit.Parent.Name == game.Players.LocalPlayer.Name then
--Code here
end
end)
You didnât put it in the part though, so where did you put it?
it was in startergui for it to open a gui so you dont need to put it under startergui unless you want to open a gui
Re: the long exchange above: LocalScripts wonât run in the workspace, @sniper74will.
Use one LocalScript in StarterPlayerScripts and use a loop to add a touched connection to all the parts of interest.
Use CollectionService, or put them all into a folder on their own to make it easy to just grab the parts you care about.
Hereâs a quick example with using a folder or model to contain only the parts that want to disappear:
local player = game.Players.LocalPlayer
for _, part in ipairs( game.Workspace.MyDisappearingParts:GetChildren() ) do
local debounce = false
part.Touched:Connect( function( hit )
if not debounce and player.Character and hit:IsDescendantOf( player.Character ) then
debounce = true
wait( 0.25 )
part.Transparency = 0.75
part.CanCollide = false
wait( 2.5 )
part.Transparency = 0.25
part.CanCollide = true
debounce = false
end
end )
end
The loop gets them all with just this one LocalScript, and the descendant check ensures it was our local player who touched the part before we hide it.
Edit: after seeing the goose chase you were sent on I decided to be nice and swap in your Transparency and CanCollide code for you. Hopefully itâs fairly clear to see how it works.