![]() You need neither a loop, nor remote events for any of this behavior. Local humanoid = character:FindFirstChild("Humanoid") Player.CharacterAdded:Connect(function(character) Players.PlayerAdded:Connect(function(player) local Players = game:GetService("Players") To then fire another remote event to then respawn the character after waiting for respawn time. To then connect a Humanoid.Died event that removes the character using a remote event… which is not required. Though it’s not even checking for the character in an efficient manner. Then check to see if the player’s character is in the workspace. Your first code loops to find the local player, which it already has. TextTransparency = math.clamp((.TextTransparency - 0.02), 0, 1) = 1Ĭount = math.clamp(Count + Increasement, 0, PersAge) Game:GetService("RunService").RenderStepped:Wait() Local Increasement = (math.floor(PersAge * 0.02 + 0.5)) Local Humanoid = Character:FindFirstChild("Humanoid") Local Character = game.Workspace:FindFirstChild(Player.Name) ![]() ![]() If game.Workspace:FindFirstChild(Player.Name) then Game.StarterGui:SetCoreGuiEnabled("Health", false) ![]()
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