function hello(mode)
if mode == "Retract" then
game.Workspace.RoadBlock.PopOne.Transparency = 1
game.Workspace.RoadBlock.PopTwo.Transparency = 1
game.Workspace.RoadBlock.PopThree.Transparency = 1
game.Workspace.RoadBlock.PopFour.Transparency = 1
game.Workspace.RoadBlock.PopFive.Transparency = 1
game.Workspace.RoadBlock.PopSix.Transparency = 1
game.Workspace.RoadBlock.PopOne.CanCollide = false
game.Workspace.RoadBlock.PopTwo.CanCollide = false
game.Workspace.RoadBlock.PopThree.CanCollide = false
game.Workspace.RoadBlock.PopFour.CanCollide = false
game.Workspace.RoadBlock.PopFive.CanCollide = false
game.Workspace.RoadBlock.PopSix.CanCollide = false
elseif mode == "Deploy" then
game.Workspace.RoadBlock.PopOne.Transparency = 0
game.Workspace.RoadBlock.PopTwo.Transparency = 0
game.Workspace.RoadBlock.PopThree.Transparency = 0
game.Workspace.RoadBlock.PopFour.Transparency = 0
game.Workspace.RoadBlock.PopFive.Transparency = 0
game.Workspace.RoadBlock.PopSix.Transparency = 0
game.Workspace.RoadBlock.PopOne.CanCollide = true
game.Workspace.RoadBlock.PopTwo.CanCollide = true
game.Workspace.RoadBlock.PopThree.CanCollide = true
game.Workspace.RoadBlock.PopFour.CanCollide = true
game.Workspace.RoadBlock.PopFive.CanCollide = true
game.Workspace.RoadBlock.PopSix.CanCollide = true
end
end
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.
game.ReplicatedStorage.Bollards:FireServer("Deploy")
game.ReplicatedStorage.Bollards:FireServer("Retract")
Both won't work. Any ideas?

1 comment
You might want to put all of those "PopOne" through "PopSix" in a table so you can just loop through all of them to set the Transparancy and CanCollide properties. And you can at least make a variable for "game.Workspace.RoadBlock".