You can write your topic however you want, but you need to answer these questions:
-
What do you want to achieve? Keep it simple and clear!
I want my problem to be solved -
What is the issue? Include screenshots / videos if possible!
Whenever a player rejoins, other players seem to glitch out and fly around the map. This is a visual problem for the player (it’s fine on other players screen). Example of what I mean:
You can see some of the players glitching out.
- What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I think this is connected to my kill parts that teleports the players back to their previous checkpoint when touched. I tried moving it on a localscript which somewhat solved the problem but my customer is still experiencing the same problem.
Here’s my respawn script
for _, part in pairs(KillParts:GetChildren()) do
part.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
if debounce == false then
debounce = true
hit.Parent:FindFirstChild("HumanoidRootPart").CFrame = Checkpoints:FindFirstChild(game.Players:GetPlayerFromCharacter(hit.Parent).leaderstats.Stage.Value).CFrame
* CFrame.new(0,3,0)
game.Players:GetPlayerFromCharacter(hit.Parent):FindFirstChild("DeathCount").Value += 1
if game.Players:GetPlayerFromCharacter(hit.Parent):FindFirstChild("DeathCount").Value == deathsBeforeAlert then
if #Checkpoints:GetChildren() ~= game.Players:GetPlayerFromCharacter(hit.Parent).leaderstats.Stage.Value then
game.Players:GetPlayerFromCharacter(hit.Parent):FindFirstChild("DeathCount").Value = 0
--SkipAlert:FireClient(game.Players:GetPlayerFromCharacter(hit.Parent))
end
end
task.wait(1)
debounce = false
end
end
end)
end
I don’t know how to solve this, I’ve found another devforum post that had the same problem but it had no replies. Thank you in advance!