UnBuild
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| Joined: 22 Mar 2013 |
| Total Posts: 3233 |
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| 02 May 2013 03:04 PM |
How do I keep a player from respawning? (Don't say use Game.Players.CharacterAutoLoads = false) |
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| 02 May 2013 03:06 PM |
player.CharacterAdded:connect(function(c) c:Destroy() end)
or
player.CharacterAutoLoads = false
~Kill The Clones is the best game on ROBLOX!~ |
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getkoed2
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| Joined: 11 Apr 2010 |
| Total Posts: 1144 |
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| 02 May 2013 03:08 PM |
| You could perhaps put the character in Lighting and destroy their Humanoid. Then they can't reset or walk off the map. |
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UnBuild
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| Joined: 22 Mar 2013 |
| Total Posts: 3233 |
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| 02 May 2013 03:08 PM |
| I don't want to destroy them, and CharacterAutoLoads is in game.Players not the player itself |
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| 02 May 2013 03:09 PM |
Destroy the character's humanoid
they won't respawn
~Kill The Clones is the best game on ROBLOX!~ |
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UnBuild
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| Joined: 22 Mar 2013 |
| Total Posts: 3233 |
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| 02 May 2013 03:10 PM |
@Get I made a script so if you die, it makes more joints and sets your health to 100 It keeps you from dying fine, and you can walk around. The only problem is, you still respawn 5 seconds later |
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UnBuild
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| Joined: 22 Mar 2013 |
| Total Posts: 3233 |
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| 02 May 2013 03:10 PM |
@Kill Tried that, then I gave them a new humanoid (Because the point is for them to still be alive) And they still respawned |
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getkoed2
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| Joined: 11 Apr 2010 |
| Total Posts: 1144 |
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| 02 May 2013 03:14 PM |
Yes, what I mean is that if someone dies, you wait for that person to respawn and the person's character goes to Lighting and his Humanoid gets destroyed.
Maybe you could also try: - Put a model in the character - The model's name will be the character's name - Clone the character's head into the model - Make the character's head invisible (and face) - Put a Humanoid in the model - Weld the copied head to the original head
And then change your weapon scripts so that not the original humanoid gets hurt, but the humanoid in the added model. If the 'new humanoid' dies, you didn't actually really die because your original humanoid's health is still 100. And then you could for example do what I already mentioned. |
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| Joined: 22 Mar 2013 |
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| 02 May 2013 03:15 PM |
The point of this is for it to work in any game not just mine. Its going to be a free model. |
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UnBuild
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| Joined: 22 Mar 2013 |
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| 02 May 2013 03:17 PM |
| Nevermind, I found a way to do it. |
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getkoed2
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| Joined: 11 Apr 2010 |
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| 02 May 2013 03:17 PM |
Oh. I see.
Well then I think we're gonna have a problem. :d If your Humanoid dies, your welds get destroyed and your head will be disconnected from your torso. I don't think you can do anything about that. |
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getkoed2
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| Joined: 11 Apr 2010 |
| Total Posts: 1144 |
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| 02 May 2013 03:17 PM |
You did? :o
masterbrain unbuild, here's a ticket |
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UnBuild
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| Joined: 22 Mar 2013 |
| Total Posts: 3233 |
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| 02 May 2013 03:20 PM |
@Get I already found a way to fix the weld thing I used DesendentRemoving so as soon as the welds get removed a new one is made xP |
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getkoed2
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| Joined: 11 Apr 2010 |
| Total Posts: 1144 |
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| 02 May 2013 03:21 PM |
| Yes, but if the Humanoid dies, he would respawn a few seconds later right? |
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| 02 May 2013 03:26 PM |
Um... I just created this now, so I won't be surprised if it doesn't work, but you can still try it.
function dead(player) if player.Character.Humanoid.Health == 0 then player.Character:LoadCharacter() end end player.Character.Humanoid.Died:connect(function) |
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| 02 May 2013 03:27 PM |
My siggy! D:
~slop on a rock~ |
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| 02 May 2013 03:27 PM |
Lol, fix to my script:
function dead(player) if player.Character.Humanoid.Health == 0 then player.Character:LoadCharacter() end end player.Character.Humanoid.Died:connect(dead) |
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getkoed2
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| Joined: 11 Apr 2010 |
| Total Posts: 1144 |
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UnBuild
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| Joined: 22 Mar 2013 |
| Total Posts: 3233 |
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| 02 May 2013 05:49 PM |
@Get Yes, the problem was They die The script instantly brings them back to life, walking around and everything But then they respawn 5 seconds later anyway. So I needed (And found) a way to stop them from respawning |
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