function changeTrans(brick, trans)
workspace:FindFirstChild(brick).Transparency = trans
end
changeTrans("Yellow", 0.5)
changeTrans("Blue", 0.9)
changeTrans("Red", 0.2)
changeTrans("Green", 0.99)
changeTrans("Bronze", 0.34)
function changeProp(brick, collide)
workspace:FindFirstChild(brick).CanCollide = collide
end
changeProp("Yellow", false)
changeProp("Blue", false)
changeProp("Red", true)
changeProp("Green", false)
changeProp("Bronze", false)
✓ ANSWER ACCEPTED
Why is this function not registering? Nothing is coming out in Output either.. (2nd function)
1 answer
✓ Accepted answer
You need a condition to activate the function For example a GUI button
local button = game.StarterGUI.ScreenGUI.Button
button.MouseButton1Down:connect(
function()
--The code stuff
end)
Or another way to activate the function if you have two of them:
local button1 = game.StarterGUI.ScreenGUI.Button1
local button2 = game.StarterGUI.ScreenGUI.Button2
function a()
--CodeA
end
function b()
--CodeB
end
button1MouseButton1Down:connect(a)
button2MouseButton1Down:connect(b)
So basically, it's condition:connect(functionname)
This discussion is preserved as it was. New answers, comments, and votes are closed.

2 comments
I would add "wait()" between each one and like " print("WhateverColors cancollide is false") " after each calling of the function to see where it is stopping.
Add a print to the top of the code if this does not print then the code is not being ran, i do not see a problem with the code except you do not handle an occurance of nil.