i feel like its really obvious. sorry
-- ignore this part, not the problem local green = Color3.fromRGB(55, 175, 97) local ts = game:GetService("TweenService") local tweenOg = ts:Create(script.Parent,TweenInfo.new(1),{Color = green}) local debounce = false local flowers = script.Parent.Parent:FindFirstChild("Flowers") local function size(part) local info = TweenInfo.new(1,Enum.EasingStyle.Quint,Enum.EasingDirection.Out) local partProperties = { Size = Vector3.new(21.884, 1.71, 23.563), Transparency = 1 } local tween = ts:Create(part,info,partProperties) tween:Play() end -- ignore this part, not the problem -- fade function local function fade(part) for i = 1,0,0.1 do part.Transparency = i wait() end end -- fade function script.Parent.Touched:Connect(function(limb) local hum = limb.Parent:FindFirstChild("Humanoid") if hum and not debounce then debounce = true script.Parent.Material = Enum.Material.Grass local clone = script.Parent:Clone() clone.Parent = script.Parent.Parent clone:ClearAllChildren() clone.CanCollide = false clone.Name = "clone" tweenOg:Play() size(clone) script.Parent.Material = Enum.Material.Grass -- it's a model and i want every part in that model to fade in, thus i used "for i,v in pairs" for i,v in pairs(flowers:GetChildren()) do fade(v) end wait(3) clone:Destroy() script:Destroy() end end)
can't tell if im doing something wrong cuz im really lost lol..
You forgot to make the increment value [0.1] a negative. It wouldn't make sense to increment by 0.1 to get an end value of 0. A positive increment value will count up and a negative increment value will count down. You can read more here: Loops
for i = 1,0,-0.1 do part.Transparency = i wait() end
Don't feel ashamed, though; people can make mistakes.