So I need to teleport my player to its original stage once it dies, here is my killscript, how would I add in the code so it would go to its appropriate stage?
This is what I have got now, and I don’t know how to continue as it won’t work.
local KillPart = script.Parent
local humanoid
local Players = game.Players
local TelPart1 = game.Workspace.TelParts.SimThemed
local TelPart2 = game.Workspace.TelParts.OldThemed
KillPart.Touched:Connect(function(hit)
if hit.Parent:IsA("Model") and hit.Parent:FindFirstChild("Humanoid") then
hit.Parent.Humanoid.Health = 0
KillPart.CanCollide = false
task.wait(1)
KillPart.CanCollide = true
local player = Players:GetPlayerFromCharacter(hit.Parent)
local StageValue = player.leaderstats.Stage.Value
if hit.Parent.Humanoid.Health == 100 then
if StageValue == 0 then
hit.Parent:PivotTo(TelPart1.TelPart1.CFrame)
end
end
end
end)
you can use CharacterAdded event to detect player respawn.
also guessing you’re gonna make a folder for checkpoints, they way i’d do it is make the checkpoints’ name numbers and loop through the folder, if the tonumber(v) matches the player’s stage value you’d pivot the character to that checkpoint
EDIT: just read the entire post instead of just writing instantly and i’ve realised you wanna tp the character to the first stage.
player.CharacterAdded:Connect(function(character)
for i, v in pairs(game.Workspace.Checkpoints:GetChildren()) do
if tonumber(v.Name) == player.leaderstats.Stage.Value then
character:PivotTo(v.CFrame)
end
end
end