Usually if you die you just want to restart again…
This isn’t true at all in regards to what I said. The majority of times games I mentioned, like the genres, will place a ban on a user for a period of time, whether that be to check and verify the legitimacy of the death, or as a gameplay feature.
Well, thanks, I’ve had a older ban script using datastores, its closed source now, replaced with this. lol
The old one was really badly written so… it needed this.
Attack on Titan lore perma-death events
Ah, so thats what I was inspired by, I was making the system cause I had a memory of a game using it.
currently using this for a game im working on tee hee
Interesting! But, maybe you should let this post rest instead of bumping it, lol (It’s been dead for awhile.)
Also a tip, set ApplyToUniverse to false.
My game.
It’s as realistic as possible, therefore considering the fact it’s a life simulator it would be very useful.
You loose everything you earn if you as real life.
Sounds like it’d be a unique addition, however, it may be triggering to some players.
I’d recommend at least adding it as a secondary place and set ApplyToUniverse to false, but you do whatever, anyway I hope you have a good day. lol
Like ban on death may be a bit triggering to new players and people who don’t know about permadeath, it’s probably gonna be fine though.
Did you mean to say false
here?
As for this module, I unfortunately personally can’t recommend using this in any production games; if so, you’d probably have rough retention stats since you’d essentially lock out all players who die. For anyone trying to make a ‘perma-death’ game, you are probably better-off taking an extra bit of time to create a resetting datastore profile so you can retain your player-base long-term. This isn’t to de-value this work, the code in itself is almost certainly fine (I haven’t had a chance to open Studio and check it out yet, which is the reason for the ‘almost’); rather it is just the fact that there are caveats to banning:
Banning unfortunately comes with consequences; for example, any active subscriptions are cancelled after 14 days of the player being banned without a refund; effectively scamming your user base. So, at the very least, please don’t use subscriptions with this system.
A little reminder too that Roblox requires developers to specify any custom game rules. I’d personally be wondering if you’d need to put ‘Don’t die’ as an official game-rule while using this module. If it does count as an experience rule, you’d probably also need to ensure that your game doesn’t encourage unfairly targeting certain users to die more often, as per the announcement of the feature (it specifies you are not allowed to unfairly target specific users). I’m not a lawyer, so that isn’t legal advice, though.
This is all just a word of caution. The feature was designed for banning malicious users from your experience, so a lot of functionality is based on that, and (I can only assume) assumes you are using it for that purpose.
Yeah, i meant to say false, my bad.
I’m aware of that, this is just me testing out the BanAPI as said earlier in this useless thread.
Honestly, surprised that JellyM015 found this after it being 3 months dead, like it should be. I really thought this would die out.
so ive gotten terminated, heres literally the entire script recreated:
local Players = game:GetService("Players")
local duration
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(function()
duration = 50 -- -1 is permanent
if player.UserId ~= 7750926835 then -- Change to your UserID <3
local config: BanConfigType = {
UserIds = {player.UserId},
Duration = duration,
DisplayReason = "You have died and has gotten banned.",
PrivateReason = "Player has died.",
ExcludeAltAccounts = true,
ApplyToUniverse = false
}
Players:BanAsync(config)
end
end)
end)
end)
i hate reviving dead posts
30charlimitisnewb