What i’m trying to do is see what makes the kill command useless.
I’ve tried using forcefields, setting the health to infinite, though I can’t figure out a way to bypass the
kill commands used in many admin modules. I assume it just sets the health property to 0 so i’m wondering if theres a way to bypass that?
Just edit the modules.
I know this is no effort reply, but if you know scripting, you can edit them quite easily.
I could, but finding them is the problem. I run the game and can never find where the actual code is
Under the assumption it is changing the health to zero, you could probably do something like this:
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
char:WaitForChild("Humanoid").HealthChanged:Connect(function(Health)
char.Humanoid.Health = 100
end)
end)
end)
Now obviously I assume you don’t want this for every player, but you can probably play around with this. Basically whenever the health changes here it just goes back to 100 and you could filter it out for certain humanoids. Also this changes in concurrently and doesn’t respect the current value. It may be smarter to check if Health is 0, and then change it.
You can do
hum.HealthChanged:Connect(function(hlth)
if hlth <= 0 then
local saved = hum.Parent.HumanoidRootPart.CFrame
local plr = game.Players:FindFirstChild(hum.Parent.Name)
plr:LoadCharacter()
plr.Character:PivotTo(saved)
end
end)
You can try renaming the humanoid which should make the admin command error in most systems , but an system could use findifrstchildwhichisa which makes it useless
And is not recommended as it can break your game