local plr = game.Players.LocalPlayer
if plr.Name == "Polynovuh" or plr.Name == "Player1" then
script.StarterCharacter.Parent = game.StarterPlayer
end
literally just a script with runcontext of local in replicatedfirst; doesnt work
local plr = game.Players.LocalPlayer
if plr.Name == "Polynovuh" or plr.Name == "Player1" then
script.StarterCharacter.Parent = game.StarterPlayer
end
literally just a script with runcontext of local in replicatedfirst; doesnt work
That doesnt work or make any sense
Why doesn’t it make any sense? Are there any errors in the output?
That makes no sense because a script in startercharacterscripts will only clone after characteradded meaning the startercharacter will have already been assigned
Replicatedfirst will always fire first
First put game.Players.CharacterAutoLoads to false
Then set the character by saying player.Character = script.StarterCharacter
Finally load the player’s character using player:LoadCharacter and it should work
loadcharacter cant be called locally
You don’t need to do it in a local script if you want to change character for a specific player…unless only that player can see the new char?
What? This cant be done serversided because if i add a startercharacter instance to starterplayer then that’ll apply for all players meaning it wont set startercharacter for specific players as the title says
I don’t mean adding to starterplayer, you directly set the character with player.Character = script.StarterCharacter
doesnt work:
local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
game.Players.CharacterAutoLoads = false
if plr.Name == "Polynovuh" or plr.Name == "Player1" then
char = script.StarterCharacter
end
Load the character again with player:LoadCharacter
That’s why autoloads is false
loadcharacter cant be called localy and i can just reset and the result is still the same
I did say in post #8 that you need to do it a serverscript
my studio is bugging out but ill test it in abit
You need to use the server, you are really just creating a morph
you will need to modify it to fit your needs but this teaches you the basics
here is a good tutorial
You could have a server script that manually loads the player’s character.
For example, if the player is named Bob, then the script will clone a rig, parent it to workspace, and set their character value to that rig. If they’re not named Bob, just do player:LoadCharacter()
game:GetService("Players").PlayerAdded:Connect(function(player)
if player.Name == "Bob" then
local character = script.BobRig:Clone()
character.Parent = workspace
player.Character = character
else
player:LoadCharacter()
end
end)
Oh, don’t forget to add a check for when the character dies too.
Yeah this is what I said in an earlier post
these are morphs not starter characters
you want the startercharacter to change depending on the player, its better to just morph the player on the server side
Aight I got it
game.Players.PlayerAdded:Connect(function(plr)
if plr.Name == "MysteryX2076" then -- This is my user
plr.CharacterAdded:Wait()
local ChangeToChar = game.ReplicatedStorage.Noob:Clone() -- Dummy I want to set my character to
ChangeToChar.Name = "Dummy" -- Set the name to whatever you like
plr.Character = ChangeToChar -- Most important step, change your character to dummy
ChangeToChar.Parent = workspace -- Set the parent to workspace so we can see the change
end
end)