I am making a clone of my character by setting archived to true, cloning and then false.
The clone works well, but when i try to use game.Players:GetPlayers(), the clone is considered a player and it goes to that array.
I want a way to get a clone of my character without that bug.
I searched up for solutions here but can’t find one.
This is the clone creation part of the script(server script)
When a player presses C, it fires a remote event that is received from this script
It spawns a character clone in front of the actual character and set it health to 25
it doesnt create a second player object, if i go to the players service, there is only one player(in client and server), but when i use GetPlayers or GetChildren, it returns a object outside the Players service(the clone). I already tried to parent the clone to some folder in the workspace, if that is what you are suggesting, sorry for the late reply
Thanks for trying to help me, but i found a solution. Instead of cloning the character, i cloned an existing rig and cloned just the shirt, pants, accessories, shirt graphic and the face from my character, now it doesnt have that bug.
Glad to see you could figure out a way around the problem you were facing. :GetPlayers() will only return a table of player objects, which you can get their characters via player.Character.