Okay. So I'm writing a script that will create an SAO-like death; however, I am using a grey rather than a blue. So far, this is how it turned out. As you can see, the head is left, this is due to some testing as the script was being a bit crazy earlier.
local playerevent = game.ReplicatedStorage:WaitForChild('Events'):WaitForChild('PlayerDead') -- Grabs the event. local emitter = game.ReplicatedStorage:WaitForChild('Resources'):WaitForChild('DeathEmitter') --Grabs the emitter. local numberofparts = 0 --Used to add to number of parts. playerevent.OnServerEvent:connect(function(player) local clone = emitter:Clone() clone.Parent = player.Character.Torso for i, v in ipairs(player.Character:GetChildren()) do if v.ClassName == "Accessory" or v.ClassName == "Shirt" or v.ClassName == "Pants" or v.ClassName == 'BodyColors' then --No longer running, just the elseif v:Destroy() print(v.Name) elseif v.ClassName == "Part" and v.Name ~= "HumanoidRootPart" then v.Anchored = true --Nothing anchoring? print(v.Name) --Everything prints out. v.BrickColor = BrickColor.new('Dark stone grey') v.Material = "Neon" numberofparts = numberofparts + 1 --[[ if v:FindFirstChild('Mesh') then v.Mesh:Destroy() end This if statement is a bit weird, because the main if statement will work, but the main elseif won't work if it's here ]] if numberofparts == 5 then wait(1) --This works correctly. Everything gets destroyed. player.Character["Left Leg"]:Destroy() player.Character["Left Arm"]:Destroy() player.Character['Right Arm']:Destroy() player.Character['Right Leg']:Destroy() player.Character.Torso:Destroy() player.Chararacter.Head:Destroy() numberofparts = 0 end elseif v.Name == "HumanoidRootPart" then v.Anchored = true end end end)
I'm not getting any errors, and this is a Script in ServerScriptService. FilterEnabled is Enabled. If the code is hard to read due to my comments, hover over the script and click the paper with the less-than and greater-than sign on them, in the upper right corner.