function onDeath()
local game.Workspace.plr.visibility = 0.1 local game.Workspace.plr.visibility = 0.2 local game.Workspace.plr.visibility = 0.3 local game.Workspace.plr.visibility = 0.4 local game.Workspace.plr.visibility = 0.5 local game.Workspace.plr.visibility = 0.6 local game.Workspace.plr.visibility = 0.7 local game.Workspace.plr.visibility = 0.8 local game.Workspace.plr.visibility = 0.9 local game.Workspace.plr.visibility = 1
end
what i'm trying to do is when a player dies i want the player to fade away and disappear kind of like a ghost... but it doesn't seem to be working that way... can u help me please?
There's quite a few flaws here. Let's start at the beginning --
Your function/event isn't right at all. Take a look at the Died
event page to see how to properly use it.
Second, what is "plr" supposed to be? You haven't defined it, and it has no default function. If this is in a local script, you could use game.Players.LocalPlayer.Character
to reference the player. If it isn't in a local script, you should first load the Died
function into a PlayerAdded
function. Then, make the return from the PlayerAdded into something like "Player" which will then reference game.Players.ReturnGoesHere.Character
.
Third, "Visibility" isn't anything. I think you're thinking of Transparency
. Even then, the player's character doesn't have a transparency, only the body parts. You should instead be referencing each of the body parts instead of the player as a whole.
Fourth, your use of local isn't really doing anything. Only use local with variables and functions to speed up operations.
Fifth, your repetition is inefficient. Use a loop instead. An example is here -
local number = 0 for i = 1,10 do -- do this loop 10 times number = number + 1 end -- number is now equal to 10
If you have any other questions, feel free to ask.