First, when you are putting code you should do it like this:
```Lua
code
`` ` (without the space)
Which will format it correctly.
If you have two conflicting scripts, you should make it so that they no longer conflict. In your case, I’m going to assume you only want the user to be able to reset at certain times? For example, if they are in a match don’t let them reset but if they are in the lobby let them reset?
In a local script you’d want to listen for when they are in a match or lobby and act accordingly.
Like what @grilme99 suggested, when inserting code into your topics, highlight it all and click on button to organize your code.
The second script is what interferes with the no-reset one, because when I try the code, it works.
When you are trying to detect if the player resets, you can simply just detect using Humanoid.Died:
local player = game.Players.LocalPlayer
local character = player.Character
character:WaitForChild("Humanoid").Died:Connect(function()
print("dead") --prints dead when my character dies
end)
I’m confused what you’re doing here? You’re creating a new bindable event that will never get fired so you’re never going to fire “reset” to the server.
so i have something where if you get shot with a gun, you fall to the floor and there’s a CRITICAL tag above your head. after awhile, you die. so my scripter added a Reset detection, and it only works in studio, but not in game
Well it’s not working because you are creating that bindable event and listening for it to be fired. Get rid of that so you’re only firing to the server and it should work. But why does it matter if you don’t want to be able to reset at all?