How to force respawn when a key is pressed?

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!

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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?

  1. Yeah, sorry, i didn’t see that i excluded that ‘game.Players.PlayerAdded’ event, but yes, there is a PlayerAdded event.
  2. Im using a ServerScript located in workspace.
  3. 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)

2 Likes

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)
2 Likes

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

2 Likes

Why not just do everything locally?

i dont think that the ‘player:LoadCharacter()’ works on a localscript, or yes? tbh idk:p

1 Like