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)
