No matter how long I develop games for I can never seem to understand the changing of colours, Brickcolor, Color3 etc... I always seem to do it wrong.

I am trying to take RGB from a frames BackgroundColor3 and set a Decals Color3 RGB to it, even though they are both RGB the BackgroundColor3 seems to return a number between 0 and 1.

Any help and explanation would be greatly appreciated.

-- FIX

script.Color.Value = children[i].BackgroundColor3
						game.ReplicatedStorage.Stored_Assets.Player_Assets.Character.Colour.Color3 = Color3.fromRGB(script.Color.Value.R*255,script.Color.Value.G*255,script.Color.Value.B*255)

Times the output of BackgroundColor3 by 255 and it will return the correct RGB.

local children = script.Parent:GetChildren()
local PlayerName = game.Players.LocalPlayer.Name
local Debounce = true

while true do wait()
	for i = 1, #children do
		if children[i].ClassName == "TextButton" then
			children[i].MouseButton1Click:Connect(function()
				if Debounce == true then
					Debounce = false
					script.Parent.Parent.Parent.Parent.Parent.Parent.Sounds.Menu:Play()
					local LevelTimes = game.ReplicatedStorage.Stored_Values:FindFirstChild(PlayerName)
					local Level = LevelTimes:FindFirstChild("Level ".. children[i].Name)
					if Level.Value < 99.999 then
						game.ReplicatedStorage.Stored_Assets.Player_Assets.Character.Colour.Color3 = Color3.fromRGB(children[i].BackgroundColor3)
						print(children[i].BackgroundColor3)
						print("done")
					end
					wait(0.1)
					Debounce = true
				end
			end)
		end
	end
end

5 comments

0

didyou say Color3.new or just Color3?

0

game.ReplicatedStorage.Stored_Assets.Player_Assets.Character.Colour.Color3 = Color3.fromRGB(children[i].BackgroundColor3)

0

The decal is named color and I'm setting its Color3

0

game.ReplicatedStorage.Stored_Assets.Player_Assets.Character.Colour.Color3 = Color3.new(Color3.fromRGB(children[i].BackgroundColor3))

0

That didn't work but after some digging i found that if you times the BackgroundColor3 R,G,B by 255 it will return RGB so that has fixed it.