Ive been searching for answer on the dev forum but cant find any r6 solutions. Anyone know how I can force avatars like this?
If your game is R6, then you can loop through the player’s character and delete any CharacterMesh
instances
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So im trying this and this is my code.
game.ReplicatedStorage.Fatifier.OnServerEvent:Connect(function(plr)
for i,child in ipairs(plr.Character:GetDescendants()) do
if child:IsA("CharacterMesh") then
child:Destroy()
end
end
end)
can you tell me why it wont work? when a character is added it fires a remote event
You can add this script in ServerScriptService
:
local Players = game.Players -- gets the player from game
function PlayerJoined(Player) -- main function
local function RemoveMeshes(Character) -- secondary funcation
local Humanoid = Character:WaitForChild("Humanoid") -- finds body
wait()
local CurrentDescription = Humanoid:GetAppliedDescription() -- finds body description
CurrentDescription.Head = 0 -- changes to standard
CurrentDescription.Torso = 0
CurrentDescription.LeftArm = 0
CurrentDescription.RightArm = 0
CurrentDescription.LeftLeg = 0
CurrentDescription.RightLeg = 0
Humanoid:ApplyDescription(CurrentDescription) -- applies values to description
end
Player.CharacterAppearanceLoaded:Connect(RemoveMeshes) -- forces description to values
end
Players.PlayerAdded:Connect(PlayerJoined) -- runs main function
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Seems to be working properly for me, are you sure you’re firing the remote event + the script handling the remote event event is in ServerScriptService?
I have this script in characterscripts
local plr = game.Players.LocalPlayer
plr.CharacterAdded:Connect(function()
game.ReplicatedStorage.Fatifier:FireServer(plr)
end)
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I figured it out It works when I put it in starterplayerscripts
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