Exactly my question lol. Did Roblox change anything regarding Avatar’s recently?
Hm, when you start up a simulation can you check your Character’s Model, and what’s supposed to be inside the Head?
Also could you try resetting if anything changes?
One time I went to “drafts” and committed all the scripts and my script was working for some reason.
Maybe you should try that.
Should we do that? because this is a fresh new world i made just for this problem, and my character is the default r15 rig. So i don’t think theirs anything interfering.
You could just go into the Explorer to view everything what’s currently in the workspace, then find where your Character Model is & expand the page from there
@robloxguy9093ALT Thing is, the print statements outputted back so I don’t think that would be the case
uhhh i think i fixed it, maybe, could you verify if this is a valid way to do this
one sec i’ll post what i did
Ok so what i did was disable this property of the workshop
and it works
But is it ok if i do this like will it affect anything else?
Well judging by the property name, the thing is that this would also disable Mesh Heads & Accessories as well so it would affect it, probably not the best alternative
There’s no description for Workspace.MeshPartHeadsAndAccessories, therefore, it doesn’t determine the side effects of disabling it. However, from my research, it intends to disable certain accessories from MeshPart, and different heads - causing an arising issue with hats. It’s advised to enable it back if you don’t wish for that to happen.
Couldn’t you try:
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
local decal = char:WaitForChild("Head"):WaitForChild("face")
decal:Destroy()
end)
end)
or instead of decal:Destroy()
, change the property of it (transparency, decal id)?
Did you test that only on studio or on a live game too? Because I think it would work on a published game. The reason it doesnt work on studio is because your player loads before the script runs, so the PlayerAdded doesnt fire. Also don’t use this loop (repeat wait() until head ~= nil), because WaitForChild already yields the code.
Update*: I tested here about 10 times and it did worked every single try.
I’m presuming the issue with the previous script was that the loop was running prior to the decal actually loading in, therefore it wasn’t detected. I just tested this script and it works perfectly fine, so I’d recommend trying to test it if you don’t want issues when disabling the other property:
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function()
local head = plr.Character:WaitForChild("Head")
local face = head:WaitForChild("face")
face:Destroy()
end)
end)
use this:
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
repeat
wait()
until char:FindFirstChild("Head") and char.Head:FindFirstChild("face")
char.Head.face:Destroy()
end)
end)
This code does not seem to work, but thanks for the input!
also yes i’ve already tried changing transparency but it doesn’t work
Well im not sure if my studios is broken or something, but i tested it in a new world and put it under ServerScriptServiceand it did not work,
But i really appreciate the help!
Did you test if it worked after resetting? It’s happened to me several times where the character loads before the CharacterAdded
event fires.
In that case you just do
local function on_character_added(character: Model)
-- code to destroy decal
end
Players.PlayerAdded:Connect(function(player: Player)
if player.Character then
on_character_added(player.Character)
end
player.CharacterAdded:Connect(on_character_added)
end)
The world im using is published and i also deleted the loop you told me to delete, but it still did not work
but thanks for the advice!
Ok i’ll go try that, maybe my studios is glitched lol
edit: it did not work for some reason
That’s the thing though, if you look earlier on the posts we did some debugging & it does print out everything that’s inside the Character
's Head, but it still isn’t removing it
wait guys i think i found a soloution here