The title says everything... Thanks for reading.
If you want to make all the parts invisible, I think a for loop is a great way to go.
local parts = script.Parent:GetChildren() --This will find all of the children of the script's parent for i = 1,#parts do --The for loop will run for as many times as there are objects in 'parts' if parts[i]:IsA("Part") then --if the specific object is a "Part" then parts[i].Transparency = 1 --makes part invisible end end
In this example script, the script gets the children of its parent. It then checks if they are parts, and if they are it sets their transparency to 1. If you were to use this script, you would have to place the script in the directory of whatever group of parts you want to make invisible. You might also want to have a trigger for it if you are not just setting it that way at the beginning of the game. For that, you could use a function, which might look something like this:
function invisible() local parts = script.Parent:GetChildren() for i = 1,#parts do if parts[i]:IsA("Part") then parts[i].Transparency = 1 end end end function onChatted(message, player) if message == "invis" then --if the chat message is 'invis' then invisible() --runs the function 'invisible' that we created end end game.Players.PlayerAdded:connect(function(player) --this stuff connects the chatted function player.Chatted:connect(function(message) onChatted(message, player) end) end)
That is just one way that you might control when your invisibility happens. Of course, if you just wanted it to run at the start of the game, you could just use the first example of the script.
Well you can use a script, for example
local p = game.Workspace.part --Whatever the part's name may be p.Properties.Reflectance = 0 end
This might not work since I did not type this in studio but you can just highlight all the parts and go to their properties and change the reflectance to 0.