Im doing a simple spawning system, where the player press a button to spawn, and then the server calls load character on said player, making it spawn. After the player dies, I want the dead charater to stay as a corporse for some time, but when a player respawn, using the :LoadCharacter(), the old character is destroyed, as its says on the api, what i could do to prevent the old dead character from being destroyed?
3 Likes
Clone the dead character and strip it of its functional components
4 Likes
local clone = char:Clone()
clone:WaitForChild("Humanoid").PlatformStand = true
for _, v in pairs(clone:GetDescendants()) do --de todo los hijos y los hijos de los hijos y etc del character, osea GetDescendants()
if v:IsA("Script") then -- si el desendiente es un tipo de Motor6D
v:Destroy()
end
end
char:Destroy()
clone.Parent = workspace
wait()
-- humanoid bug makes parts that had can collide on false reset to false
for _, v in pairs(clone:GetChildren()) do
if v:IsA("BasePart") and v.Name ~= "Handle" and v.Name ~= "HumanoidRootPart" and v.Name ~= "UpperTorso" and v.Name ~= "LowerTorso" then
v.CanCollide = true
end
end
game.Debris:AddItem(clone, Settings.CorspeTime)
thanks, this some how did the trick, i dont know why but humanoid cloning has some bugs
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