So as you can see, I have to respawn time set to 10 and it just acts really weird. Its also somehow local because my friends joined and they have the same thing. I have no idea why this is how it is. Any help would be really appreciated.
You can send a script to ServerScriptService and then connect to LocalPlayers and do RespawnTime = 10 from there. And your game looks like a toolbox. Look at some scripts. Is there anything related to respawn?(also try with script.Maybe it’s set in scripts.)
local Players = game:GetService("Players")
local RESPAWN_DELAY = 10
Players.CharacterAutoLoads = false
local function onPlayerAdded(player)
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local function onDied()
task.wait(RESPAWN_DELAY)
player:LoadCharacter()
end
humanoid.Died:Connect(onDied)
end
player.CharacterAdded:Connect(onCharacterAdded)
player:LoadCharacter()
end
Players.PlayerAdded:Connect(onPlayerAdded)
Make sure your character doesn’t have PlatformStand set to true and BreakJointsOnDeath set to false at the same time of the death, or else the humanoid state won’t replicate to the client.
Just a note: This is irrelevant, since the Humanoid is being killed on the client and the Humanoid’s properties do not dictate what happens when the Character property is changed to something else (in this case, a new Character.)
Sorry, went out for a bit; can you show me the code the NPCs use? They look to be part of the reason, as LoadCharacter is the only thing I can think of that produces this behavior.