You can write your topic however you want, but you need to answer these questions:
-
What do you want to achieve? Keep it simple and clear!
I want cooldowns to not be reset when the player is respawned. -
What is the issue? Include screenshots / videos if possible!
When a player respawns, the cooldown is also reset. -
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I tried looking up some way to check when a character respawns but I have no idea how to incorporate it. I’ve also looked for some solutions but I haven’t seen any for some reason.
Here is my code if you need it.
input.InputBegan:Connect(function(key)
print ("Flow of Time is Stopped")
if key.KeyCode == Enum.KeyCode.F and (Cooldown == false) and game.ReplicatedStorage.Event.InUse.Value == false then
Cooldown = true
local name = player.Name
local namew = game.Workspace:FindFirstChild(name)
game.ReplicatedStorage.Event.TimeStopEvent:FireServer()
game.ReplicatedStorage.Event.StopTime:FireServer()
if game.ReplicatedStorage.Event.InUse.Value == false then
for i = 70, 200, 5 do
wait()
workspace.Camera.FieldOfView = i
end
for i = 200, 70, -5 do
wait()
workspace.Camera.FieldOfView = i
end
end
game.ReplicatedStorage.Event.OutOfTime:FireServer()
game.ReplicatedStorage.Event.Screenshake:Invoke()
Cooldown = false
end
end)
input.InputBegan:Connect(function(key)
if key.KeyCode == Enum.KeyCode.F and (Cooldown == false) and game.ReplicatedStorage.Event.InUse.Value == true then
print ("Movement through halted flow of time = true")
game.ReplicatedStorage.Event.TSMovement:FireServer()
Cooldown = true
wait (30)
Cooldown = false
end
end)
Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.