Hey, is there a way to force respawn when a key is pressed? I’m making a parkour game and like parkour I want when you press the backspace key you respawn and don’t respawn until the key is pressed, thanks!
What do you mean by force respawn? You can always kill a player using humanoids.
Edit: I think I understand now. You want to have the player in a death state and they can choose to go back?
i mean that when you press a key, you respawn, like using the
player:LoadCharacter()
Are you using checkpoints in your obby? You can teleport the player to a certain checkpoint instead of killing them.
player:LoadCharacter() should force respawn the player.
also, i just made this script, but for some reason dosent work…
plr.CharacterAdded:Connect(function(char)
game.Players.CharacterAutoLoads = false
local h = char:WaitForChild("Humanoid")
game.UserInputService.InputBegan:Connect(function(i)
if i.KeyCode == Enum.KeyCode.Backspace then
if h.Health <= 0 then
plr:LoadCharacter()
end
end
end)
end)
end)
that will not work, becouse you can die (to fall damage) so i cant do so you just dont die, and mostly becouse i dont think using checkpoints.
Seperate the game.UserInputService.InputBegan
from the CharacterAdded
event.
Additionally, “game.UserInputService” does not work, you need to use game:GetService("UserInputService")
.
It should look like this then:
game:GetService("UserInputService").InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Backspace then
local h = plr.Character:FindFirstChild("Humanoid")
if (h == nil) then return end
if h.Health <= 0 then
plr:LoadCharacter()
end
end
end)
The reason for seperating the InputService from the CharacterAdded is that when a player dies/ respawns, the inputService keeps the connections. The Code you provided would add a new function everytime a player respawns, making the code execute multiple times when a player respawns multiple times in the game session.
There is no need for the CharacterAdded function at this point as you can set the
“CharacterAutoLoads” property to false in the studio, if that fits your needs.
Hope this helped you out.
If you have questions please let me know.
so this will be fine?
game.Players.PlayerAdded:Connect(function(plr)
plr:LoadCharacter()
game:GetService("UserInputService").InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Backspace then
local h = plr.Character:FindFirstChild("Humanoid")
if (h == nil) then return end
if h.Health <= 0 then
plr:LoadCharacter()
end
end
end)
end)
for some reason isnt working, i already disabled the characterAutoLoads in studio, is there anything wrong?
Is this wrapped in a ‘game.Players.PlayerAdded’ event or from where is the extra ‘end)’ coming from?
Are you getting any errors/ warnings in the output? Also, what type of script are you using?
- Yeah, sorry, i didn’t see that i excluded that ‘game.Players.PlayerAdded’ event, but yes, there is a PlayerAdded event.
- Im using a ServerScript located in workspace.
- There is no errors in the output.
PD.: I already edited the code in my reply, sorry:p
When a key is pressed, you can send an event to the server which will then load the character
only the server can load characters,
load character docs: Player | Documentation - Roblox Creator Hub
for this, u’ll need to make an a remote event inside replicated storage call it “LoadCharacter”
-- local script
local uis = game:GetService("UserInputService")
local rp = game:GetService("ReplicatedStorage")
local event = rp:WaitForChild("LoadCharacter")
local db = false
uis.InputBegan:Connect(function(input, gm)
if gm then return end
if db then return end -- this wont allow the player to press the key twice
if input.KeyCode == Enum.KeyCode.H then -- change to any key u want
db = true
event:FireServer()
end
end)
-- server
local rp = game:GetService("ReplicatedStorage")
local event = rp.LoadCharacter
event.OnServerEvent:Connect(function(plr)
plr:LoadCharacter()
end
db is just a variable that doesnt allow the server to be drowning in event calls,
so it can also be called once, u dont have to worry about setting the value back to “false” since once you reset your character the script should be executed on character add anyways
(assuming you have it where the script loads again on character added, if not just make it invoke server and once the player is loaded, return true or false depending on ur case, then set the variable back to false)
Ahh that explains it.
UserInputService can be used on the client only. The :LoadCharacter()
method works on the server only. So you would need a RemoteEvent
.
Add a RemoteEvent
in ReplicatedStorage
and call it “Respawn”.
The ServerScript
could look like this:
game.Players.CharacterAutoLoads = false
game.Players.PlayerAdded:Connect(function(player)
player:LoadCharacter()
end)
-- connecting the remoteEvent
game.ReplicatedStorage.Respawn.OnServerEvent:Connect(function(player)
if (player.Character == nil) then return end
if (not player.Character:FindFirstChild("Humanoid")) then return end
if (player.Character.Humanoid.Health <= 0) thn return end
player:LoadCharacter()
end)
Add a LocalScript
in StarterPlayerScripts
and put the UserInputService
-Code in there:
game:GetService("UserInputService").InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Backspace then
-- firing the remote event
-- the health-check is done on the server, it's safer because a client could "cheat" and send an event anyway.
game.ReplicatedStorage.Respawn:FireServer()
end
end)
damn, 2 at the time lol.
But yeah, im kinda new to scripting so i forgot things like that, tysm, i’ll it mark as solution if it works, otherwise i will keep reporting, thx.
Teleporting player to a current checkpoint is easier.
Hey, i agree with that, but my post reason is searching a solution for that problem, so i think your comment is kinda unnecessary.
You do not need “WaitForChild()” on the Server as the event has been created before runtime.
you’re right I just wrote it off without checking what I was typing, thanks for reminding me
Why not just do everything locally?
i dont think that the ‘player:LoadCharacter()’ works on a localscript, or yes? tbh idk:p