local Sender = game.ReplicatedStorage:WaitForChild("ClickSender")
local Event = game.ReplicatedStorage:WaitForChild("PlaceSender")
local LPlayer = game.Players.LocalPlayer
Event.OnClientEvent:Connect(function(param1, param2, param3, param4)
local Nodes = game.Workspace.Assembly.Frame.Nodes
Event:FireServer(param1, param2, param3, param4)
if param1 == "Ready" then
for _, Node in pairs(Nodes:GetDescendants()) do
if Node:IsA("BasePart") then
if Node.Transparency ~= 0.7 then
if Node:FindFirstChild("Taken") then
if Node.Taken.Value == false then
Node.Transparency = 0.7
end
end
end
end
end
end
end)
Sender.OnClientEvent:Connect(function()
local Nodes = game.Workspace.Assembly.Frame.Nodes
for _, Node in pairs(Nodes:GetDescendants()) do
if Node:IsA("BasePart") then
if Node.Transparency ~= 1 then
if Node:FindFirstChild("Taken") then
Node.Transparency = 1
end
end
end
end
end)
When 2 people have objects selected, and one gets places, the player who placed the object stil can see the nodes, but the other plaer who still has an object cant anymore. Please help!
(Param key if needed)
Param 1 = Protocol (Ready, Removed)
Param 2 = Object path
Param 3 = Node part was removed from (If protocol is “Removed”)
Param 4 = idk tbh