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| 11 Nov 2013 08:19 AM |
I don't get any error's in Studio or Roblox error system, and it dose not seam to run qq
function onPlayerRespawned(Player) while true do if Player.Character ~= nil then break end wait(.1) end local Effects = script.Blur:Clone() Effects.Disabled = false Effects.Parent = Player.Character local Face = script.Face:Clone() Face.Disabled = false Face.Parent = Player.Character Player.CharacterAppearance = "http://www.roblox.com/Asset/CharacterFetch.ashx?userId=30344216" Player.Character.Head:remove()
function onPlayerEntered(Player) Player.Changed:connect(function (property) if (property == "Character") then onPlayerRespawned(Player) end end) end end
game.Players.PlayerAdded:connect(onPlayerEntered) |
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| 11 Nov 2013 08:27 AM |
1. What exactly are you trying to do? 2. Does any of the script work? |
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| 11 Nov 2013 08:39 AM |
| Yes it should, and there are 2 other scripts inside of this script that are meant to go to the player, but I don't even get errors if I had a error I could fix this easy.. |
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| 11 Nov 2013 09:02 AM |
| I guess the good scripters are sleeping... |
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travddm
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| Joined: 29 Mar 2012 |
| Total Posts: 926 |
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| 11 Nov 2013 09:29 AM |
| What are you trying to do with this..? |
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travddm
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| Joined: 29 Mar 2012 |
| Total Posts: 926 |
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| 11 Nov 2013 09:35 AM |
One thing I see that could be shortened is:
while true do if Player.Character ~= nil then break end wait(.1) end
Can be changed to:
repeat wait(0.01) until Player.Character ~= nil
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travddm
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| Joined: 29 Mar 2012 |
| Total Posts: 926 |
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| 11 Nov 2013 09:39 AM |
| Also, why in heck is the onPlayerEntered function inside the onPlayerRespawned? Doing that means the only way you can call the onPlayerEntered function is after you call the onPlayerRespawned function.. In which the only thing calling it is within itself. Remove the onPlayerEntered function from the onPlayerRespawned... |
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