local Settings = { ['Material'] = Enum.Material.Neon, -- Material ['Color'] = Color3.fromRGB(0,255,255), -- Color ['Transparency'] = 0.7 -- 0 to 1 Transparency }
local ScreenGui = Instance.new('ScreenGui', game.CoreGui) -- Create screengui ScreenGui.IgnoreGuiInset = true
local ViewportFrame = Instance.new('ViewportFrame', ScreenGui) -- Create viewport and define properties ViewportFrame.CurrentCamera = workspace.CurrentCamera ViewportFrame.Size = UDim2.new(1,0,1,0) ViewportFrame.BackgroundTransparency = 1 ViewportFrame.ImageTransparency = Settings.Transparency
local Chasms = {} -- Array for storing parts
function generateChasm(player) -- functions that generates chasms for the player specififed local Character = workspace:FindFirstChild(player.Name)
if Character then
for _,Part in pairs(Character:GetChildren()) do
if Part:IsA('Part') or Part:IsA('MeshPart') then
local Chasm = Part:Clone()
for _,Child in pairs(Chasm:GetChildren()) do
if Child:IsA('Decal') then
Child:Destroy()
end
end
Chasm.Parent = ViewportFrame
Chasm.Material = Settings.Material
Chasm.Color = Settings.Color
Chasm.Anchored = true
table.insert(Chasms, Chasm)
end
end
end
end
function clearChasms() -- remove all chasms for _,Chasm in pairs(Chasms) do Chasm:Destroy() end
Chasms = {}
end
while game:GetService('RunService').RenderStepped:Wait() do -- loop this process clearChasms()
for _,Player in pairs(game:GetService('Players'):GetPlayers()) do
if Player ~= game:GetService('Players').LocalPlayer then
generateChasm(Player)
end
end
end