I made a script that makes a jump cooldown but after dying you cannot jump anymore:
Heres the script:
local character = script.Parent
local hum = character.Humanoid
local isJumping = true
hum.StateChanged:Connect(function(landed)
if landed == Enum.HumanoidStateType.Landed then
task.wait(1)
isJumping = true
hum:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
else
isJumping = false
hum:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
end)
Maybe the enabled state to jump was disabled when you died, so you cant enable it again when landing, maybe adding a check if humanoid dies, to restore the state.
And the script was disabling Jump everytime any other state occurs, so I added an elseif statement to only disable jump when player is actually jumping, not running or anything else:
local character = script.Parent
local hum = character.Humanoid
local isJumping = true
hum.StateChanged:Connect(function(state)
warn(state)
if state == Enum.HumanoidStateType.Landed then
warn("jumping to true")
task.wait(1)
isJumping = true
hum:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
elseif state == Enum.HumanoidStateType.Jumping then
warn("jumping to false")
isJumping = false
hum:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
end)
hum.Died:Connect(function()
warn("jumping to true after dead")
hum:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
end)