thank you very much, this not only solves the original problem, but solves other problems and ones to come in the future as well! tyou have helped alot and i coudnt be more gratfull! (i have been trying to solve that problem for days now)
Also, :LoadCharacter()
automatically removes the tools, all you have to do is add the tools.
but that creates just one problem, there is a team where it is called criminal and it makes you that team when you leave as a prisoner however the spawn point for prisoners if far away from where they simply get changed teams. and i dont want someone to get teleported across the map the second they leave prison, i want them to be on the run instead.
Simple.
game.Players.PlayerAdded:Connect(function(player)
player:GetPropertyChangedSignal("Team"):Connect(function()
if player.Team.Name ~= "Criminal" then
player:LoadCharacter()
end
end)
end)
what does ~= do? i have never heard of using those two together before
~= is the operator for not equal to
ok thank you for solving this problem, and about the criminal team change thing, i have been having problems with it and made a topic for it:
ok bye cya later
(texted added so i can post)
that finished code right thereâŚ
ouch
the variable names are terrible (no offense)
local PlayerTeam = game.Players:GetPlayerFromCharacter()
This makes me assume PlayerTeam
is a Team
object, not Player
its ok, i dont spend much time thinking of the names anyways
lets start dicussing there because it is off-topic here
wait⌠originally playerteam was a team object which had the value of the current player AND the team of that player
I know that. Itâs a common practice in other languages.
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