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| 12 Jul 2011 12:51 PM |
| I think it's happening to me... |
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| 12 Jul 2011 12:52 PM |
| Yes. When a player dies, everything in their backpack is removed, and then replaced with all the items in their StarterGear |
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| 12 Jul 2011 12:56 PM |
| Yes, same with PlayerGui..I think.. |
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myrco919
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| Total Posts: 13241 |
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| 12 Jul 2011 05:47 PM |
| So I have to use .PlayerAdded and clone it into the player just to keep a value true after someone dies? D; |
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| 12 Jul 2011 06:21 PM |
| ?? Global table maybe? But that's kinda hard. |
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| 12 Jul 2011 06:21 PM |
| You can just keep the value inside the Player and update it after the Human dies. |
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| 12 Jul 2011 06:23 PM |
"update it after the Human dies."
How would I do that easier than cloning the value into the player when they join? |
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ns001111
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| Joined: 15 Jan 2011 |
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| 12 Jul 2011 06:24 PM |
| You would need to do the .PlayerAdded :/ |
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| 12 Jul 2011 07:00 PM |
| Oh, yeah, my bad, mistook for CharacterAdded, but yes, you only put the value on the Player once, unless you mean the Character and not the Player... |
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| 12 Jul 2011 07:03 PM |
| You can do a Humanoid.Changed and check if the health value is 0. If it is, loop until its no longer 0. |
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rulzalot
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| 12 Jul 2011 07:05 PM |
@Dingdong;
Humanoid.Died ..? |
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| 12 Jul 2011 07:08 PM |
| No, you don't just want it when its health hits 0, you want to know when it hits 0 and when it goes back to 100/Humanoid.MaxHealth |
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rulzalot
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| Joined: 05 Jul 2009 |
| Total Posts: 6305 |
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| 12 Jul 2011 07:10 PM |
You can do a Humanoid.Changed and check if the health value is 0. > Humanoid.Died
Anyways, you can still do the mentioned tasks with both events |
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