Problem with LoadCharacter and CharacterAdded

Hello, the problem is when i do LoadCharacter the CharacterAdded just don’t detect i respawn ? ( my game have CharacterAutoLoad on False to avoid respawns auto ) and when i turn it on and delete the part that make me Respawn(the function) it works perfectly) so it’s just a problem with LoadCharacter and CharacterAdded events.

Here is the script :

local MarketPlaceService = game:GetService("MarketplaceService")
local DevProductId = 1630335722

local function getmaxlifes()
	local startlifes = 3

	return startlifes
end

local function DiedCam(plr)
	local clo = script.DeathCam:Clone()
	clo.Parent = plr.PlayerGui
	clo.Enabled = true
end

local function repsawn(plr)
	print("respawn")
	local a = plr.PlayerGui:FindFirstChild("DeathCam")
	if a then
		a:Destroy()
	end
	plr:LoadCharacter()
end

game:GetService("Players").PlayerAdded:Connect(function(plr)
	repsawn(plr)
	plr:SetAttribute("Lifes", getmaxlifes())
	plr.CharacterAdded:Connect(function(char)
		print(char)
		char.Humanoid.Died:Connect(function()
			print("died")
			DiedCam(plr)
			if plr:GetAttribute("Lifes") > 0 then
				print("have lifes")
				repsawn(plr)
				local lifes = plr:GetAttribute("Lifes") - 1
				plr:SetAttribute("Lifes", lifes)
			elseif plr:GetAttribute("Lifes") == 0 then
				MarketPlaceService:PromptProductPurchase(plr, DevProductId)
				print("prompts")
			else
				print("error")
			end
		end)
	end)
end)

game:GetService("ReplicatedStorage").PromptRespawn.OnServerEvent:Connect(function(plr)
	MarketPlaceService:PromptProductPurchase(plr, DevProductId)
end)

MarketPlaceService.PromptProductPurchaseFinished:Connect(function(UserId, ProductId, IsPurchased)
	local player
	for _,v in pairs(game:GetService("Players"):GetChildren()) do
		if v.UserId == UserId then
			player = v
		end
	end
	if ProductId == DevProductId and IsPurchased == true then
		repsawn(player)
	end
end)

Sincerely,
@hollaquetalBRUH

Player:LoadCharacter() function yields until the character is fully loaded, so when you register CharacterAdded event, player already has a character.

How i can fix that then ? Using coroutines ?

Have you tried putting respawn(plr) after the CharacterAdded event?

Oh no, good idea it works now thanks ! :wave:

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