Have bollards for a gate in FE, how would I fix?
02 | if mode = = "Retract" then |
03 | game.Workspace.RoadBlock.PopOne.Transparency = 1 |
04 | game.Workspace.RoadBlock.PopTwo.Transparency = 1 |
05 | game.Workspace.RoadBlock.PopThree.Transparency = 1 |
06 | game.Workspace.RoadBlock.PopFour.Transparency = 1 |
07 | game.Workspace.RoadBlock.PopFive.Transparency = 1 |
08 | game.Workspace.RoadBlock.PopSix.Transparency = 1 |
09 | game.Workspace.RoadBlock.PopOne.CanCollide = false |
10 | game.Workspace.RoadBlock.PopTwo.CanCollide = false |
11 | game.Workspace.RoadBlock.PopThree.CanCollide = false |
12 | game.Workspace.RoadBlock.PopFour.CanCollide = false |
13 | game.Workspace.RoadBlock.PopFive.CanCollide = false |
14 | game.Workspace.RoadBlock.PopSix.CanCollide = false |
15 | elseif mode = = "Deploy" then |
16 | game.Workspace.RoadBlock.PopOne.Transparency = 0 |
17 | game.Workspace.RoadBlock.PopTwo.Transparency = 0 |
18 | game.Workspace.RoadBlock.PopThree.Transparency = 0 |
19 | game.Workspace.RoadBlock.PopFour.Transparency = 0 |
20 | game.Workspace.RoadBlock.PopFive.Transparency = 0 |
21 | game.Workspace.RoadBlock.PopSix.Transparency = 0 |
22 | game.Workspace.RoadBlock.PopOne.CanCollide = true |
23 | game.Workspace.RoadBlock.PopTwo.CanCollide = true |
24 | game.Workspace.RoadBlock.PopThree.CanCollide = true |
25 | game.Workspace.RoadBlock.PopFour.CanCollide = true |
26 | game.Workspace.RoadBlock.PopFive.CanCollide = true |
27 | game.Workspace.RoadBlock.PopSix.CanCollide = true |
31 | game.ReplicatedStorage.Bollards.OnServerEvent:connect(hello) |
Tried lots of things, and it didn't work. All of the 'pops' are unions of bollards. Script is in ServerScriptService, remoteevent named Bollards is in replicatedstorage.
Tried firing it.
1 | game.ReplicatedStorage.Bollards:FireServer( "Deploy" ) |
2 | game.ReplicatedStorage.Bollards:FireServer( "Retract" ) |
Both won't work.
Any ideas?