How would i make the character blocky like in ro boxing?
4 Likes
Hi, I can help you!
It have some steps.
2-steep
When you got in settings page find avatar page and press on it.
4-steep
Go to Explorer, and in workspace add script.
5-steep
To script paste this simple script:
while true do
wait()
c=game.Workspace:getChildren()
for i = 1, #c do
cc=c[i]:getChildren()
for ii = 1, #cc do
if cc[ii].className=="CharacterMesh" then
cc[ii]:Remove()
end
end
end
end
Done
20 Likes
Hi there
I know I’m almost a year late to this conversation. but I think it would be good to share this code here
Your script works but it has an inefficiency problem. the code is checking for character meshes many times a second. it could cause server lag or work very slowly in a game that contains thousands of parts. this code I’m sending can do the job almost instantly without any slowdowns.
game.Players.PlayerAdded:Connect(function(Plr)
Plr.CharacterAppearanceLoaded:Connect(function(Chr)
for _,child in pairs(Chr:GetChildren()) do
if child:IsA("CharacterMesh") then
child:Destroy()
end
end
end)
end)
48 Likes
That is not so good of a way to do it, theres a simpler one that you also don’t have to change the character to R6.
local Players = game.Players
function PlayerJoined(Player)
local function RemoveMeshes(Character)
local Humanoid = Character:WaitForChild("Humanoid")
wait()
local CurrentDescription = Humanoid:GetAppliedDescription()
CurrentDescription.Head = 0
CurrentDescription.Torso = 0
CurrentDescription.LeftArm = 0
CurrentDescription.RightArm = 0
CurrentDescription.LeftLeg = 0
CurrentDescription.RightLeg = 0
Humanoid:ApplyDescription(CurrentDescription)
end
Player.CharacterAdded:Connect(RemoveMeshes)
end
Players.PlayerAdded:Connect(PlayerJoined)
18 Likes