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| 25 Oct 2015 09:30 AM |
It errors on the first . I make
local script.Parent = flash
that errors
i tried game.Workspace.Flash
that errors
halp |
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Qorm
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| Joined: 25 Jul 2010 |
| Total Posts: 1650 |
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| 25 Oct 2015 09:33 AM |
what are you trying to do
#code local onion=((tasty*math.ceil(math.huge))^128);print"onions are tasty" |
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| 25 Oct 2015 09:51 AM |
make something flash in different colours
but i dont even start on that before it errors |
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| 25 Oct 2015 10:48 AM |
Local is for creating local variables, so with that code it is creating a variable called script.Parent, and the value is flash. Although, I don't believe flash is even a prebuilt function, but if it was you'd write, script.Parent:flash(). If you want it to just change colors, try this: function Flash() while true do script.Parent.BrickColor = BrickColor.Random() wait(1) end end
Flash()
Or something like that, I'm not the best scripter so there might be some syntax errors, but this script will change the brick's color randomly every second |
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| 25 Oct 2015 08:40 PM |
crap I just realized it should be local flashy = script.Parent I think right? |
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| 25 Oct 2015 08:46 PM |
That would create a variable named flashy
So in later code (On that script because it is local) you could write flashy instead of script.Parent |
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| 25 Oct 2015 09:01 PM |
if you want a flashing script here:
while wait(time goes here) do script.Parent.BrickColor = BrickColor.Random() end
if its more than one thing u want flashing, put them in the same model, put the script in that same model and make the code this:
while wait(time goes here) do for i,v in pairs(script.Parent:GetChildren()) do if v:IsA("BasePart") then v.BrickColor = BrickColor.Random() end end end
time goes here is the time between color changes. change that obviously... |
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