I have a script that I’m working on that sets a player up to play as a ghost when they die. The problem is that I cannot get the transparency of the accessory to display correctly as transparency is not a child of the accessory. Does anyone have any suggestions or work-arounds?
You would need to check the Handle part of the accessory. Each accessory comes with a Part called “Handle” (Which represents the accessory itself, It comes with the Mesh, etc) So you would just need to change the Handle’s Transparency.
When looping through the descendants of the Character model, make sure to check that the Instance on each iteration of the loop is a BasePart
, as that will ensure it doesn’t try to modify the Transparency
property for any objects that don’t have that property.
An accessory itself, does not have neither a “visible” nor a “transparency” property. An accessory always comes with a handle, the part that actually lets you see the visual accessory.
Plus, I agree with @StrongBigeMan9 ,
When you are checking for descendants/children, make sure those belong to “BasePart” class. Other classes I know that have transparency property are UI’s stuff. So BasePart is apparently the only class ( that belongs to actual parts and visual bricks) that has that property.
Thanks for the replies. Changing the transparency of the handle causes some strange clipping issues but I guess that’s the only current option. Cheers.