local charged = game.ServerStorage.Characters["Charged Creeper"]:Clone()
charged.Name = player.Name
player.Character = charged
charged.Parent = workspace
wait()
char:Destroy()
That’s the code I have so far, but it bugs when I destroy their leftover character. If I don’t destroy it, it leaves their old character just sitting there.
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When you have created your own custom character you can just insert it into StarterPlayer as a Model and then when you test it out it will set everyone’s character to your custom made character.
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I’m sorry, I made a new post about this, but this character has a rarity (math.random) so I can’t just do that
No, that is way off. When they respawn, I want them to morph
What if you try destoying the original character then set the new character
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wouldn’t that result in them respawning then immediately after they respawn? That wouldn’t look good
Maybe, I’m opening studio now; Gimme a minute.
EDIT: I don’t think so, because in my “prop hunt” test I set the parent of the original character to be a folder in RS and then clone the new item.
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wait so when do you destroy the character then? To stop a memory leak
Well sorry but I’m not the one to ask about memory issues, however, destroying the character before you change the char does work.
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No, like if you put it in RS, it would eventually stack characters and there’d be thousands
Oh, no. I made sure its only the original character, if it already exists (in the RS folder) then don’t add it, just destroy.
wait, so in my case I want to change their character when they respawn, or before the visual of them on the ground. So, what would I do in that case then?
You want it so whenever the character dies/respawns a random character gets loaded in, however, that random char cannot be the OG char?
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So, its this different character that is a bit bigger than the ones in StarterPlayer.
Alrighty, let me try somethings!
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wait()
local charged = game.ServerStorage.Characters["Charged Creeper"]:Clone()
charged.Name = player.Name
player.Character = charged
charged.Parent = workspace
wait()
char:Destroy()
here’s the code I have so far, I added a wait() at the top of it, but didn’t test it yes
Edit: that’s in player.CharacterAdded() function
Okay, one more thing I need to know. Is it always the same model?
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yeah it the character in starter player stays the same, I just want that bigger one to spawn in once in a while