How should i go about this?

I’m adding a new mode to my game, Cleanup Crew, which includes killing your friends and hiding their bodies. (don’t ask lol people suggested this)

My handler script will have to get when a player dies (Humanoid.Died), ragdoll their character, and make them unable to respawn. I already know how to disable the reset button, but dead players automatically get their characters refreshed. How can i go about this?

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You can set the CharacterAutoLoads property to false. You can find this property in the player service in the explorer.

Setting this value to false will make it so dead players will not respawn unless you make them respawn with player:LoadCharacter()

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I tried this and my character never loaded, although I did call LoadCharacter.

You tried game.Players.PlayerName:LoadCharacter() on a server script?

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I added some print statements and figured out it isn’t doing anything, i’ll try and get it working.

why not just clone the ragdoll and put the dead player in the lobby or have a spectate with their character somewhere off to the side and the ragdoll still on the map.

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i tried to do this but all the ragdoll scripts i tried never actually worked

wanna uhh

share some code that isnt working

i mean i could but like you can probably tell what it looks like, it just detects when a player in the server dies and attempts to clone their character (which works), but they still respawn and the ragdoll stuff doesn’t work

If you have code for a round based system, then at the very end (assuming this script is a sever script) you can load all the characters of the dead. This can be easily done by putting all the people who died in a table and then loading them all with a for loop.

local SomeInsanelyHighNumber = 99999
game.Players.RespawnTime = SomeInsanelyHighNumber

this should be what you’re looking for
just plop it into a setup serverscript and every player will take SomeInsanelyHighNumber seconds to respawn

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what no

just disable characterautoloads and implement respawning yourself

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setting RespawnTime works fine in this case
no need to do extra work to create your own respawn system with characterautoloads and all that

also just run Player:LoadCharacter() when needed such as round end or revival

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I decided, instead of actually killing the player, i would fire a BindableEvent inside of the character and that would make them ragdoll and count as dead.

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