So when the player touches a certain block it disapears.
When making things like this, there are various ways to do it, and I think this is the easiest and best way. Using a for loop, you can make the brick fade out, or you can just destroy it by using the :Destroy()
or :Remove()
events.
Keep in mind this will only work if your hierarchy is as such:
*Part *Script
Well, this is the script I have made.
01 | script.Parent.Touched:connect( function (hit) -- connects function with script.Parent.Touched |
02 | if hit.Parent.Humanoid then -- checks if it's an NPC or a player. |
03 | if script.Parent.Transparency < 1 then -- checks if the transparency is less than one |
04 | for i = 0 , 1 , 0.1 do |
05 |
06 | -- somewhat intermediate method -- |
07 |
08 | script.Parent.Transparency = i --this makes it fade |
09 | script.Parent.CanCollide = false --this makes it so you can go through it |
10 |
11 | wait( 0.1 ) -- how fast the fade is, you can change this. |
12 | end |
13 | script.Parent.Destroy() |
14 | end |
15 | -- alternate method-- |
16 |
17 | script.Parent:Destroy() -- simply destroys the brick |
18 | end |
19 | end ) |