Is it possible to change something on a Gui that resets on spawn without turning off ResetOnSpawn?
Let me elaborate…
My team change Gui is basically built off of reset on spawn, so when a player dies, it pops back up. If I were to script it so it doesn’t reset on spawn I’d basically have to re-script everything and I’d be a huge pain.
But I’ve run into an issue, I’m trying to make it so an aspect of the Gui changes. This change was simple when someone hit a brick It would allow them a different team option on the GUI, but when the player resets (due to ResetOnSpawn) It disappears. Is there ANY good way to combat this without re-scripting everything?
Just add a CharacterAdded event somewhere, and whenever the player resets, that even will fire. And since you don’t want to rescript everything, you can put that Gui as a child to the script (or anywhere that’s not PlayerGui/StarterGui) then clone that gui to the PlayerGui while destroying the previous one.
Then it’s better to rescript everything. Sometimes rewriting code can help you further understand and maybe improve on previous scripts. I’ve done this many time before and I reassure you that this isn’t a bad idea.
My code is not working. I’ve tried to Tween the Position back to Its original position and it keeps multiplying the position and moving in random places. I also have tried using a regular old Frame.Position code, which isn’t moving the frame at all. Not sure what the issue is here. But It’s really a pain.
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
if player.PlayerGui:FindFirstChild("Menu") then
player.PlayerGui.Menu.Frame.Visible = true
player.PlayerGui.Menu.Frame:TweenPosition(UDim2.new(0, 0, 0, 0),"InOut","Sine",0.5)
end
if not player.PlayerGui:FindFirstChild("Menu") then
local Clone = script.Menu:Clone()
Clone.Parent = player.PlayerGui
Clone.Frame.Visible = true
end
end)
end)