but when i trying to use me.Name it still print character name.
if it actually got clone but when i try to use clonechar.Name it print error?
but when i trying to use me.Name it still print character name.
if it actually got clone but when i try to use clonechar.Name it print error?
You printed the name and then destroyed so it’ll print! Code is from start to end u can’t get order wrong!
Sorry for bad grammar I’m not fluent English
did you mean :Clone() is working too slow?
So there are no time enough to clone?
Nope! So look when I was making if you had a gun and chose a new the gun would be destroyed! Meaning it’s impossible to clone because it’s gone! So instead of :Destroy do :ClearAllChildren not hard
Characters, by default, don’t have Archiveable=true. IIRC, Clone doesn’t work with things that aren’t set to Archiveable.
me.Archiveable = true
local clonechar = me:Clone()
Then how do i do to clone character before it got actually remove, i need it to do this from this topic
Give the parent before u destroy the tool!
Why character Archiveable value didn’t true ?
plr.CharacterRemoving:Connect(function(me)
local clonechar = me:Clone()
clonechar.Parent = game.ServerStorage.Backup
if game.ServerStorage.Backup:FindFirstChild(plr.Name) then
game.ServerStorage.Backup:FindFirstChild(plr.Name):ClearAllChildren()
end
end)
I think it is archaic. People used to edit their games as a character rather than in Studio, and if you saved your game wile Archiveable is true, your character would be saved, and that’s bad. So characters default to non-archiveable so characters don’t accidentally get saved.
So is it ok to change it to true before it got deleted?
Try it like this:
game.Players.PlayerAdding:Connect(function(plr)
plr.CharacterRemoving:Connect(function(me)
local clonechar = me:Clone()
if game.ServerStorage.Backup:FindFirstChild(plr.Name) then
game.ServerStorage.Backup:FindFirstChild(plr.Name):Destroy()
end
clonechar.Parent = game.ServerStorage.Backup
end)
I already try it it print error like nothing is cloned and it nil
game.Players.PlayerAdding:Connect(function(plr)
plr.CharacterRemoving:Connect(function(me)
local clonechar = me:Clone()
clonechar.Parent = game.ServerStorage.Backup
if game.ServerStorage.Backup:FindFirstChild(plr.Name) then
game.ServerStorage.Backup:FindFirstChild(plr.Name):Destroy()
end
end)
Worked for me
Your issue is your using serverstorage. I’d recommend using replicatedstorage.
ServerStorage is better even Roblox says it in wiki!
And that depends how your using it.
He wants to replicate something.
Only server sided scripts can access the ServerStorage. ReplicatedStorage is for both Server and Local Scripts to access.
I store in ServerStorage because i don’t want it to access by client
I store character because i will make a combat log system that why