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fishern
#215944554Friday, May 05, 2017 12:58 AM GMT

Basically, say you have an outdated script applied to like, thousands of bricks, and you have to replace them. That would take a while, right? (especially if said scripted bricks aren't named or anything) So how about a way to easily replace them with a find and replace?
jeiric
#215944742Friday, May 05, 2017 1:01 AM GMT

idk about this im not a builder D: serious post
fishern
#215945230Friday, May 05, 2017 1:09 AM GMT

bump
fishern
#216000509Saturday, May 06, 2017 12:53 AM GMT

B2
fishern
#216039553Saturday, May 06, 2017 3:11 PM GMT

B3
fishern
#216043091Saturday, May 06, 2017 4:04 PM GMT

B4 I guess?
iChairman
#216043152Saturday, May 06, 2017 4:05 PM GMT

sure why not
iChairman
#216043173Saturday, May 06, 2017 4:05 PM GMT

but im relatively new to scripting so this might not happen to me for a bit
fishern
#216207496Monday, May 08, 2017 7:49 PM GMT

B5
fishern
#217510231Sunday, May 28, 2017 9:41 AM GMT

necrobump
konlon15
#217510723Sunday, May 28, 2017 9:53 AM GMT

You shouldn't put it in all thousands of bricks. You should make one script that cycles through all bricks using a for loop and then does what it's supposed to do. An example: for i, Part in pairs(game.Workspace.Parts:GetChildren()) do Part.Touched:connect(function() Part.CanCollide = false wait(2) Part.CanCollide = true end) end This script can be updated whenever you want, and it affects all the parts.

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