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.