Currently, we can detect if a player is killed, but we can’t detect if the server scripts killed the player or another player, or they hit reset, and in cases with custom character, it would be nice to know when they attempt to hit reset so we do not need custom menus just to reset.
[strike]That’s what the tag thingy is for. Open up any of the ROBLOX weapons and you’ll see this “tagHumanoid” function inside of them. It creates an objectvalue called “creator” inside of the humanoid (they are removed so many seconds after they’re created – I forgot how many) and when the humanoid dies the killer is just humanoid.creator.Value – if there’s no killer then that means they reset (or somehow fell out of the map, etc)[/strike]
[quote] That’s what the tag thingy is for. Open up any of the ROBLOX weapons and you’ll see this “tagHumanoid” function inside of them. It creates an objectvalue called “creator” inside of the humanoid (they are removed so many seconds after they’re created – I forgot how many) and when the humanoid dies the killer is just humanoid.creator.Value – if there’s no killer then that means they reset (or somehow fell out of the map, etc) [/quote]I don’t think you really grasped quite what he was asking. He was on about custom characters, that for example, may not use a Humanoid. He wants to be able to check if the reset button was hit to reset the character.
Oh – did a double take. I understand what he’s trying to say now. Though, even if you’re not using the default characters, you could just place a humanoid in the custom character (even if you’re not going to use it), and when they reset that humanoid’s health is set to 0. (I tested this in studio and already verified that this works. It has to be named “Humanoid” though)