I don’t think the void will trigger any destroy events.
It does. Since it destroys any parts that goes beyond this height, the Parent of each part is set to nil which leads to the part deletion.
I have noticed alot of people had this problem tho.
but i found an old solution of mine, maybe check it
Hello! I did a little research on your topic and found out that if the RequiresNeck
property of Humanoid
is false
, you should set it to true
. Try this, it should solve your problem! Also make sure that the Motor6D named Neck is disabled after its Part0
and Part1
are directly connected by some hard physical connection and vice versa. Otherwise the character is dead…
If it doesn’t help, then I think you need to use something like the code I’ve provided below. This script checks if the root part of the character has a Parent
. If the Parent
is missing from the root part, the player character is automatically loaded after the RespawnTime
value in the Players
service
local Players = game:GetService('Players')
Players.PlayerAdded:Connect(function(Player)
Player.CharacterAdded:Connect(function(Character)
local Humanoid: Humanoid = Character:WaitForChild('Humanoid')
local CharacterRootPart = Humanoid.RootPart
CharacterRootPart:GetPropertyChangedSignal('Parent'):Connect(function()
if CharacterRootPart.Parent ~= nil then return end
task.wait(Players.RespawnTime)
Player:LoadCharacter()
end)
end)
end)
Wow thanks ! It is because my Ragdoll module sets it to false
but I never realized it. After 2 years with this problem, it is finally fully fixed !
Mark this as solution then so that they can immediately find what needs to be done. Good luck, glad to help you!
Oh weird? On my screen it says it already has been marked as solved.
The site didn’t updated I think. Check if it works now
Yes, it has appeared! Keep working on your game.
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