My bad but I don’t really understand what you just said.
Basically you attaching the .Died via Connect would cause your script to slowly take up more and more memory, its fine now since you added :Wait()
I load it everytime cause this EquippedUfo Value changes and the other LoadCharacter() isnt the same as the first one the other one is made by for my own respawn system.
Where are you calling your LoadCharacter() function?
Oh alright i see what he meant thank you for elaborating.
But is it ever called outside of the function
Yes I call it when the player joins the game
I honestly have no clue, I think its just networking being weird
Can you remove the player:LoadCharacter()
and see what that does
I’m just throwing attempts at this point
I removed player:LoadCharacter() and the player still loaded after a random amount of time for some reason but it printed out “Testing” when the player spawns? So its still the same process.
Could it be because of Humanoid Died?
So the player:LoadCharacter()
wasn’t the problem?
Nope don’t think so it still does the same thing nothing has changed.
Yes so the player:LoadCharacter() wasn’t the problem since it still consists after being removed
Add a few more prints on random lines to see what exactly is causing it
I actually do not know much about setting the Character property of a player it seems dodgy
Here’s what I added
It prints the first part then the second part (in red)
weird thing is it doesn’t print “EndTesting”
It won’t print that until the humanoid Died event fires because your calling the function again which waits for the event to fire
this is the output after I respawned before I respawned the output was only the first 2 lines.
Is the respawn delay still there?
Yep u can see the time difference where I highlighted in red
Ah I see what you mean now. I was saying it doesn’t print “EndTesting” because you called the LoadCharacter() function in the script and it stops at the :Wait() part.