---current script for visualizer

local Players = game:GetService("Players")
local UserInputService = game:GetService('UserInputService')
local TweenService = game:GetService('TweenService')

local Player = Players.LocalPlayer 
local Character = Player.Character or Player.CharacterAdded:wait()

local Toggle = false
local Model_Being_Affected = workspace.waveworld 

function setTeam(player, teamName)
	player.TeamColor = game.Teams[teamName].TeamColor
	if player.Character then --Just in case the character doesn't exist for some reason

	end
end

--How it's used


local function AffectPart(part)
	
	local XRay = TweenService:Create(part, TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.Out) ,{LocalTransparencyModifier = 1 })
	XRay:Play()
	part.CanCollide = false
end

local function ReverseAffectPart(part)
	local XRay = TweenService:Create(part, TweenInfo.new(.25,Enum.EasingStyle.Linear,Enum.EasingDirection.Out) ,{LocalTransparencyModifier = 0 })
	XRay:Play()
	part.CanCollide = true 
end


local function recurseForParts(object,reverse)
	if object:IsA("BasePart") and reverse == false or  object:IsA("BasePart") and  reverse == nil then
		AffectPart(object)
	elseif object:IsA("BasePart") and reverse ==  true then
		ReverseAffectPart(object)
	end

	
	if object:FindFirstChildOfClass("Humanoid") then return end


	for _, child in pairs(object:GetChildren()) do
		recurseForParts(child,reverse)
	end
end

UserInputService.InputBegan:connect(function(input,Processed)
	if Processed == true then return end
	if input.KeyCode == Enum.KeyCode.One then 
		local Players = game:GetService("Players")
		local Teams = game:GetService("Teams")

		game.Players.PlayerAdded:Connect(function(player)

			if player.Team == Teams["waveform"] then
				game.Workspace.player.visualizer.disabled = true
			end

		end)
		
		if Toggle == true then 

			recurseForParts(Model_Being_Affected)
			setTeam(game.Players.KermitTheFrog695, "human")

			Toggle = false
		else
			recurseForParts(Model_Being_Affected,true)
			setTeam(game.Players.KermitTheFrog695, "visualizers")
			Toggle = true
		end
	end
end)


 

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Taking inputs (stdin)

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name = io.read("*a")
print ("Hello ", name)

About Lua

Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end