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Heightbar colors are randomized, not based on their PrimaryPart Color?

Asked by 2 years ago
Edited 2 years ago

ive been making heightbar gui, like from tower of hell. and the colors are incorrect. for an example, this blue stage should have blue heightbar, no other colors.

local replicatedStorage = game:GetService("ReplicatedStorage")

local tower = workspace:FindFirstChild("Tower")
if not tower then return end

function createSectionFrames(towerHeight)
    for _, child in pairs(script.Parent.Frame:GetChildren()) do
        if child:IsA("Frame") then
            child:Destroy()
        end
    end

    local reversedSections = {}
    for _ , section in pairs(tower:GetChildren()) do
        table.insert(reversedSections, 1, section)
    end

    for _, section in pairs(reversedSections) do
        local frame = Instance.new("Frame")
        frame.Size = UDim2.new(1, 0, section.Height.Value/towerHeight, 0)
        frame.Name = section.Name
        frame.BorderSizePixel = 0
        frame.BackgroundColor3 = section.PrimaryPart.Color -- this changes the background colour
        frame.Parent = script.Parent.Frame
    end
end

createSectionFrames(tonumber(replicatedStorage.TowerHeight.Value))

replicatedStorage.HeightEvent.OnClientEvent:Connect(function(towerHeight)
    createSectionFrames(tonumber(towerHeight))
end)
0
I don't see any problems with the code, just that you aren't changing the positions, so you must be doing it using something like a GridLayout. If that's the case, you should try to change the position using code, as it may be setting the frames to the wrong positions Leamir 3138 — 2y

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