im making a roblox game, but when i do :fireson I want my model called fires to appear. and then when I do :firesoff my model will disappear. lua code

To make your model named "fires" appear and disappear in a Roblox game using Lua code, you can use the following script:

```lua
local fires = game.Workspace:FindFirstChild("fires") -- Change "fires" to the name of your model

local function turnOnFires()
if fires then
fires.Parent = game.Workspace
end
end

local function turnOffFires()
if fires then
fires.Parent = nil
end
end

game.Players.PlayerAdded:Connect(function(player)
local playerInput = player:GetMouse()

playerInput.KeyDown:Connect(function(key)
if key == ":fireson" then
turnOnFires()
elseif key == ":firesoff" then
turnOffFires()
end
end)
end)
```

Make sure to replace "fires" in `local fires` with the actual name of your model in the Workspace. Additionally, the script assumes you want the model to appear and disappear for every player that joins the game. If you only want this functionality for one specific player, you can modify the script accordingly.

im using kohls admin commands for roblox

If you are using Kohl's Admin Commands for Roblox, you can modify the script as follows:

```lua
local fires = game.Workspace:FindFirstChild("fires") -- Change "fires" to the name of your model

local function turnOnFires()
if fires then
fires.Parent = game.Workspace
end
end

local function turnOffFires()
if fires then
fires.Parent = nil
end
end

local adminCommands = require(game:GetService("ServerScriptService"):WaitForChild("AdminCommands")) -- Replace "AdminCommands" with the actual module name

adminCommands:addCommand("fireson", function(_, player)
turnOnFires()
end)

adminCommands:addCommand("firesoff", function(_, player)
turnOffFires()
end)
```

Make sure to replace "fires" in `local fires` with the actual name of your model in the Workspace. Additionally, ensure that you have the Kohl's Admin Commands module installed and replace "AdminCommands" in `require(game:GetService("ServerScriptService"):WaitForChild("AdminCommands"))` with the actual module name if necessary.

To achieve this in a Lua script in Roblox, you can follow these steps:

Step 1: Create a Script
Create a Script object in your game. This can be done by right-clicking on the Workspace or any other object in the Explorer window, navigating to "Insert Object," and selecting "Script."

Step 2: Get the Player's Input
Inside the Script object, you need to listen for the player's input using the `UserInputService` module.

```lua
local userInputService = game:GetService("UserInputService")

userInputService.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Colon then
-- implement your logic here
end
end)
```

Step 3: Handle the Input
When the player presses the colon key (:) you can check the subsequent input to activate or deactivate the fire model based on whether the player typed "fireson" or "firesoff".

```lua
local userInputService = game:GetService("UserInputService")

local fireModel = game.Workspace:FindFirstChild("fires") -- Replace "fires" with the actual name of your model

userInputService.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Colon then
userInputService.InputBegan:Wait() -- Wait for the next input to be processed

local nextInput = userInputService:GetKeysPressed()[1] -- Get the next input

if nextInput.KeyCode == Enum.KeyCode.FiresOn then -- Replace "FiresOn" with the actual KeyCode to trigger the fire model
fireModel.Visible = true
elseif nextInput.KeyCode == Enum.KeyCode.FiresOff then -- Replace "FiresOff" with the actual KeyCode to hide the fire model
fireModel.Visible = false
end
end
end)
```

Note: In the above code, you need to replace the placeholders ("fires", "FiresOn", and "FiresOff") with the actual names and key codes you are using in your game.

Step 4: Test and Customize
After implementing these steps, you can test your game by running it. Make sure to test both the "fireson" and "firesoff" commands to confirm if the fire model appears and disappears accordingly. Additionally, you can customize the script further to suit your game's requirements.

To achieve this functionality in your Roblox game, you will need to use a scripting language called Lua to code the behavior. Here's an example of how you can accomplish it:

1. Open the Roblox Studio and create a new Script within your game.

2. Inside the Script, you can define the commands that will create and delete the "fires" model. Use the `PlayerChatted` event to listen for specific chat messages from players.

```lua
-- Define the command prefix
local commandPrefix = ":"

-- Define the model name
local modelName = "fires"

game.Players.PlayerAdded:Connect(function(player)
player.Chatted:Connect(function(message)
-- Check if the message starts with the command prefix
if message:sub(1, #commandPrefix) == commandPrefix then
-- Remove the command prefix from the message
local command = message:sub(#commandPrefix + 1)

-- Check if the command is "fireson"
if command == "fireson" then
-- Create the "fires" model
local firesModel = game.ServerStorage:FindFirstChild(modelName):Clone()
firesModel.Parent = workspace
elseif command == "firesoff" then
-- Delete the "fires" model if it exists
local firesModel = workspace:FindFirstChild(modelName)
if firesModel then
firesModel:Destroy()
end
end
end
end)
end)
```

In the code above, the `PlayerChatted` event is used to listen for chat messages from players. The code checks if the message starts with the command prefix defined (in this case, ":"). If the message matches either "fireson" or "firesoff" commands, it either creates or deletes the "fires" model accordingly.

3. Lastly, make sure you have a model named "fires" in your game's ServerStorage. This model will be cloned and placed in the workspace when the "fireson" command is used.

Remember to save the script and publish your game to see the changes take effect. Players can now use the ":fireson" command to make the "fires" model appear and ":firesoff" to make it disappear.