I don’t really know where to start with this bug. I have this FPS game where I have CharacterAutoLoads enabled. Respawn time is 4 seconds. If players want to respawn faster they can hold a key and the server will call :LoadCharacter() for them.
About 50% of the time, characters will die and just not respawn. They will be on the death screen, their humanoid’s health will be absolute 0, everything in the game believes they are dead, and yet they will not automatically respawn. They just remain dead indefinitely.
This doesn’t really make alot of sense to me, if the AutoLoad property is enabled, this shouldn’t happen.
Is there a property CharacterAutoLoads looks for, or an event that isn’t firing on death??
It doesn’t cause them to remain dead all the time though, do you know if there’s something in particular I need to do on death? Like destroy the rootpart or something?
The .Died event only seems to fire on the client and not the server. I found that destroying the neck joint from the client works. I even tried firing a remote when the humanoid died on the client, so the server kills the humanoid, but even setting the health to 0 did nothing.
To confirm that this is the issue, you can try zooming all the way in when you havent respawned for a while. That seems to fire the Died event on the server for whatever reason
That would be very difficult to test at the moment. The faster respawn feature is beloved by most of the players, and I wouldn’t feel comfortable removing it until I had a concrete way to reliably trigger the indefinite death bug.
The problem here may be the mixing of auto and manual spawning. Could you try turning CharacterAutoLoads off and taking care of all spawning manually with LoadCharacter()?