Im trying to make a script where if i player jumps into a barrel hey becomes transparent and when he jumps out he no more becomes transparent
it’s as simple as using GetDescendants() and checking if the descendant of a player is a base part, if it’s a base part it would set (or tween) the transparency of the player to 1
GetDescendants I dont know how to use it
local Model = ur model
for i,v in pairs(Model:GetDescendants()) do
if v:IsA("Part") or v:IsA("MeshPart") then
local TweenTime = 1
local info = TweenInfo.new(TweenTime,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0)
local goals = {Transparency = 1}
local tween = game:GetService("TweenService"):Create(v,info,goals)
tween:Play()
end
end
local barrel = game.Workspace.Part --change this value
local numberdelay = 1 --time taken to tween the transparency
barrel.CanCollide = false
barrel.Anchored = true
local seat = Instance.new("Seat")
seat.Position = barrel.CFrame.Position - Vector3.new(0,barrel.Size.Y/2,0)
seat.Parent = game.Workspace
seat.Transparency = 1
local previousplayer = {}
seat:GetPropertyChangedSignal("Occupant"):Connect(function()
if seat.Occupant ~= nil then
local desc = seat.Occupant.Parent:GetDescendants()
for count = 1,#desc do
if desc[count]:IsA("BasePart") or desc[count]:IsA("MeshPart") then
if desc[count].Transparency == 0 then
tween:Create(desc[count],TweenInfo.new(numberdelay),{Transparency = 1}):Play()
table.insert(previousplayer,desc[count])
end
end
end
else
for count = 1,#previousplayer do
tween:Create(previousplayer[count],TweenInfo.new(numberdelay),{Transparency = 0}):Play()
end
end
end)
here you go! this works dope!
just change the value of the barrel.
2 Likes
local function TurnTransparent(playerModel)
for _,obj in pairs(playerModel:GetDescendants()) do
if obj:IsA("BasePart") then
coroutine.resume(coroutine.create(function()
for transparency = 0,1,0.1 do
obj.Transparency = transparency
wait(0.01)
end
end))
end
end
end
This will just turn the player invisible (hopefully), I’m doing school rn so I can help you figure out how to detect when they’re in the barrel
1 Like
This does work but the HumanoidRootPart Becomes Visible