Setting the transparency, or destroying part to certain players

But would I check if they owned it in a local script and if that badge was owned set the transparency to 1?

You should always check those things on server.

No idea how to do that? ----------------

Use remote events to get the server to check / award the badge to the player.
Use the local script to hide the part

Hold on, I’ll write real quick

And how do I do that ________________

Ok! Thanks for all you help. ______________

1 Like

UserHasBadgeAsync can only be called in a Script as well.

--Serverscript
local BadgeService = game:GetService("BadgeService")
local Badge = 1234567890

--https://developer.roblox.com/en-us/api-reference/class/BadgeService
local function awardBadge(player, badgeId)
	local success, badgeInfo = pcall(function()
		return BadgeService:GetBadgeInfoAsync(badgeId)
	end)
	if success then
		if badgeInfo.IsEnabled then
			local success, result = pcall(function()
				return BadgeService:AwardBadge(player.UserId, badgeId)
			end)
			if not success then
				warn("Error while awarding badge:", result)
				return false
			elseif not result then
				warn("Failed to award badge.")
				return false
			end
			return true
		end
	else
		warn("Error while fetching badge info: " .. badgeInfo)
	end
	return false
end


local Remote = Instance.new("RemoteFunction")
Remote.Name = "ProxBadge"
Remote.Parent = game:GetService("ReplicatedStorage")
Remote.OnServerInvoke = function(Player)
	local Character = Player.Character
	if not Character then return end
	local Root = Character:WaitForChild("HumanoidRootPart")
	if not Root then return end
	if (Root.Position - workspace.BScroll.Position).Magnitude > 20 then return end
	local success, hasBadge = pcall(function()
		return BadgeService:UserHasBadgeAsync(Player.UserId, Badge)
	end)
	if not success then
		warn("Error while checking if player has badge!")
		return
	end
	return hasBadge and true or awardBadge(Player, Badge)
end
--Localscript
local Remote = game:GetService("ReplicatedStorage"):WaitForChild("ProxBadge")

workspace.BScroll.ProximityPrompt.Triggered:Connect(function(player)
	local Result = Remote:InvokeServer()
	if Result == true then
		workspace.BScroll:Destroy()
	end
end)
----- Server Side
local event = game.ReplicatedStorage.DestroyBScroll-- let's say we got this even in rep storage
local badgeService = game:GetService("BadgeService")
local bbadgeID = 1234567890


game.Workspace.BScroll.ProximityPrompt.Triggered:Connect(function(player)
	print("You collected the Builder Scroll")
	event:FireClient(player)
	if not badgeService:UserHasBadgeAsync(player.UserId, bbadgeID) then
		badgeService:AwardBadge(player.UserId, bbadgeID)
	end
end)
----- Client, put in StarterPlayerScripts

local event = game.ReplicatedStorage.DestroyBScroll --- the same event we used on server

event.OnClientEvent:Connect(function()
     workspace.BScroll:Destroy()
end)

----------
1 Like

Are these both Scripts or is one LocalScript?

Check commentaries I’ve left in code

Means nothing to me.
Sorry! -______-

Separated them, make a remote event in ReplicatedStorage named as I wrote in the event variables

But are these scripts or local scripts. I don’t understand…

Top one in Script, bottom one is LocalScript. Create a LocalScript in StarterPlayerScripts and put the bottom code into it. Make a Script in BScroll and put the top code into.

1 Like

Thanks! I’ll test it now! _______________

Do i need a remote event in replicated storage too?

Yep, make a remote event in ReplicatedStorage and name it as it is named in “event” variables - DestroyBScroll

Thanks! Testing it rn ________________