AnonyAnonymous
#139468713Sunday, July 06, 2014 11:23 PM GMT

Teams = game.Teams:GetChildren() for _,v in pairs(game.Players:GetChildren()) do v.TeamColor = Teams[math.random(1, #Teams)].TeamColor end
AnonyAnonymous
#139468987Sunday, July 06, 2014 11:27 PM GMT

Here's an example, for _,v in pairs(game.Players:GetChildren()) do if v.TeamColor == BrickColor.new(TeamColorHere) then v.Character.Head.Transparency = 1 end end
AnonyAnonymous
#139469275Sunday, July 06, 2014 11:31 PM GMT

When making scripts, if you were making something such as a function or using if statements, you need to add an end when you're done so that the engine will understand that you're done with that segment of the script and will stop reading it.
AnonyAnonymous
#139471361Sunday, July 06, 2014 11:53 PM GMT

You'll have to compare the TeamColor property of the "Player" to the TeamColor property of the Team in the "Teams" table. The example I provided would have just checked the TeamColor per player, as for the solution you provided, it should work. game.Players.PlayerAdded:connect(function(Player) Player.CharacterAdded:connect(function(Character) if Player.TeamColor == game.Teams.TeamNameHere.TeamColor then Character.Head.Transparency = 1 end end) end) That would be an example.
AnonyAnonymous
#139471932Sunday, July 06, 2014 11:59 PM GMT

An example would be function Disable() ScriptToBeDisabled = game.Workspace.ScriptOne --Script Conditions ScriptToBeDisabled.Disabled = true end Disable()
AnonyAnonymous
#139472147Monday, July 07, 2014 12:01 AM GMT

Is "Player" specified?.
AnonyAnonymous
#139472393Monday, July 07, 2014 12:04 AM GMT

Yes, that's what I was referring to.
AnonyAnonymous
#139473068Monday, July 07, 2014 12:12 AM GMT

You have two parenthesis's on one of the end's.
AnonyAnonymous
#139473444Monday, July 07, 2014 12:15 AM GMT

It's waiting for that player's Backpack to be added.
AnonyAnonymous
#139474488Monday, July 07, 2014 12:27 AM GMT

--The for i,v in pairs(c:GetChildren()) do Basically would look through all of the "Children" or objects within that specific player.
AnonyAnonymous
#139474774Monday, July 07, 2014 12:30 AM GMT

Remove one of the parenthesis on the line with two.
AnonyAnonymous
#139474837Monday, July 07, 2014 12:31 AM GMT

Nevermind, just a minute.
AnonyAnonymous
#139475375Monday, July 07, 2014 12:37 AM GMT

If the LocalScript is placed in somewhere, such as the StarterPack or StarterGui, it will globally effect every player and would function almost as though it was a normal script.
AnonyAnonymous
#139475748Monday, July 07, 2014 12:41 AM GMT

Also, regarding your question about pairs, yes, it can be used to search through things, I'll give an example. Table = {"One","Two","Three","Four","Five"} for i,v in pairs(Table) do print(i,v) end In this example, I created a table and used a pairs() loop to loop through the table and get all of the "Children", this would print the numerical order of each "Child" and the "Child"(s) name, this would be called the generic for, which you can read more about here, http://wiki.roblox.com/index.php?ti...
AnonyAnonymous
#139476637Monday, July 07, 2014 12:50 AM GMT

Create a LocalScript and store it somewhere then place this inside the LocalScript game.StarterGui:SetCoreGuiEnabled("Chat", false) --As for the regular script LocalScript = LocalScriptPathHere:Clone() UnAllowedList = {"PlayerNameHere","PlayerNameHere","PlayerNameHere"} game.Players.PlayerAdded:connect(function(Player) for _,v in pairs(UnAllowedList) do if Player.Name == v then LocalScript.Parent = Player.PlayerGui end end end)
AnonyAnonymous
#139477099Monday, July 07, 2014 12:54 AM GMT

Player = game.Players.LocalPlayer Mouse = Player:GetMouse() Mouse.KeyDown:connect(function(Key) if Key == "f" then for _,i in pairs(Player.Character:GetChildren()) do if i.ClassName == "Part" then i.Transparency = 0.9 end end end end)
AnonyAnonymous
#139477245Monday, July 07, 2014 12:56 AM GMT

Actually, use the one "FrostGlacier" made.
AnonyAnonymous
#139477602Monday, July 07, 2014 12:59 AM GMT

No, functions have to be called via events or by using something like, function Start() end Start()
AnonyAnonymous
#139479343Monday, July 07, 2014 1:15 AM GMT

Yes.
AnonyAnonymous
#139485573Monday, July 07, 2014 2:11 AM GMT

Loop through the children before the event activates.
AnonyAnonymous
#139486480Monday, July 07, 2014 2:20 AM GMT

Try adding debounce.
AnonyAnonymous
#139486817Monday, July 07, 2014 2:23 AM GMT

game.Players.PlayerAdded:connect(function(Player) Player.TeamColor = game.Teams.TeamNameHere.TeamColor end)
AnonyAnonymous
#139486990Monday, July 07, 2014 2:24 AM GMT

Inside of a regular script.
AnonyAnonymous
#139487714Monday, July 07, 2014 2:31 AM GMT

Yes.
AnonyAnonymous
#139489179Monday, July 07, 2014 2:44 AM GMT

Here's an example script.Parent.Touched:connect(function(Toucher) if Toucher.Parent and Toucher.Parent:FindFirstChild("Humanoid") then Toucher.Parent:MoveTo(Vector3.new(XNumberHere,YNumberHere,ZNumberHere)) end) This example assumes that the script's Parent is the brick that you want the character to touch to move to the other brick. :MoveTo() moves a "Model" using Vector3.