Try using SetCore! There’s already an excellent script someone has written (which I recommend you put in a ModuleScript):
local coreCall do
local MAX_RETRIES = 8
local StarterGui = game:GetService('StarterGui')
local RunService = game:GetService('RunService')
function coreCall(method, ...)
local result = {}
for retries = 1, MAX_RETRIES do
result = {pcall(StarterGui[method], StarterGui, ...)}
if result[1] then
break
end
RunService.Stepped:Wait()
end
return unpack(result)
end
end
(You don’t have to know how it works)
Then, to disable it, you simply:
local CoreCall = require(game:GetService("ReplicatedStorage"):WaitForChild("CoreCall")) -- Path to module
CoreCall.coreCall('SetCore', 'ResetButtonCallback', false)
A note on using @VegetationBush method - you will need to set up your own spawning system should you choose to disable CharacterAutoLoads
--ServerScriptService
game.Players.PlayerAdded:Connect(function(player)
task.wait(5)
player.CharacterAdded:Connect(function(char)
--find some way to detect when the player dies and do as you need
end)
player:LoadCharacter() -- spawn the character
end)
For the second part of the scripts, the disable part, would that be a local script inside replicated storage, then the module script would be inside the local script?