local ReplicatedStorage = game:GetService("ReplicatedStorage") local shadow = ReplicatedStorage:WaitForChild("shadow") local function shadowjump(player, mouse) local charstuff = player.Character:GetChildren() for i, v in pairs(charstuff) do if v:IsA("Part") then for count = 1,10 do v.Transparency = v.Transparency + .1 wait(.1) end end end for i, v in pairs(charstuff) do if v:IsA("Part") then for count = 1,10 do v.Transparency = v.Transparency - .1 wait(.1) end end end end shadow.OnServerEvent:Connect(shadowjump) -- player.Character.HumanoidRootPart.CFrame = CFrame.new(mouse)
What I'm trying to do is change all the parts in the character at once to progressively turn invisible, but it goes from one part to the other in a row. Like first it does the right leg, then the right arm, then the torso, and so on and so forth. How would I go about making it all progressively turn transparent at once?
Here's your fixed code! It's sort of hard to explain, but if you analyze it you'll probably get it!
local ReplicatedStorage = game:GetService("ReplicatedStorage") local shadow = ReplicatedStorage:WaitForChild("shadow") local function shadowjump(player, mouse) local charstuff = player.Character:GetChildren() for i = 1, 10 do for _, v in pairs(charstuff) do if v:IsA("BasePart") then v.Transparency += 0.1 -- // The same as v.Transparency = v.Transparency + 0.1 end end wait(0.1) end for i = 1, 10 do for _, v in pairs(charstuff) do if v:IsA("BasePart") then v.Transparency -= 0.1 end end wait(0.1) end end shadow.OnServerEvent:Connect(shadowjump)
It only goes 1 by 1 because you have a 'wait()' at the end of the for loop and it makes it slower.
You should only delete the waits and it will look more nicer and it will not show the effect that it's going through properties one by one(although it is).