local Door = script.Parent -- Door is part's parent now function onTouch()--Sets start of function Door.CanCollide = false -- Allows you to go through the door Door.Transparency = 0.5 -- Makes the door transparent(duh) Door.BrickColor:Random() -- Makes the door change color, problem is here. wait(2) -- waits EXACTLY 2 seconds :/ Door.CanCollide = true -- Now the door is solid again Door.Transparency = 0 -- Door's transparency is gone Door.BrickColor:Random()-- another random color is added -- also problem. end Door.Touched:connect(onTouch)--idk
:Random()
doesn't work here.
This should work.
local Door = script.Parent -- Door is part's parent now function onTouch()--Sets start of function Door.CanCollide = false -- Allows you to go through the door Door.Transparency = 0.5 -- Makes the door transparent(duh) Door.BrickColor = BrickColor.new(math.random(), math.random(), math.random()) -- BrickColor is done in (R, G , B) wait(2) -- waits EXACTLY 2 seconds :/ Door.CanCollide = true -- Now the door is solid again Door.Transparency = 0 -- Door's transparency is gone Door.BrickColor = BrickColor.new(math.random(), math.random(), math.random()) -- Same as above. end Door.Touched:connect(onTouch)--idk
The BrickColor
property is designed to be an (R, G, B) property, meaning you must supply 3 numbers to create a color, or specify the actual name of a color within the initial color palette. For random colors/numbers, use math.random()
for all your RNG* needs.
*Random Number Generating/Generator/Generated etc.
BrickColor is different than random, use BrickColor.Random() instead Good work on the commenting