So a colour script wouldn't allow anyone in the server to see the parts that were coloured. Instead I wrote a remote event script, which has the same error. Help? To confirm, it DOES colour but only for the localplayer, everyone else sees uncoloured models.
This is the client script
local player = game.Players.LocalPlayer local data = script.Parent local event = game.ReplicatedStorage:WaitForChild("ColouringEvent") script.Parent.MouseButton1Click:Connect(function() print('firing') event:FireServer(data.Name) print('fired') end)
This is the server script
local event = game.ReplicatedStorage:WaitForChild("ColouringEvent") event.OnServerEvent:Connect(function(player, colour) local Target = game.ReplicatedStorage.Target print(Target.Value) print('Target') local character = player.Character or player.CharacterAdded:wait() local Parts = character:GetChildren() for i = 1, #Parts do if Parts[i].ClassName == "Model" then local Get = Parts[i]:GetChildren() for i = 1, #Get do print(Get[i].Name) print(Target.Value) if Get[i].Name == Target.Value then Get[i].BrickColor = BrickColor.new(colour) end end end end end)