And I don’t know so like so uh sorry if ur getting annoyed
no everything is good, i wanna see the part where the text pops up and say “you reached that current checkpoint”.
I have different parts so ima show one
so by what you mean is, when the player joins & his character gets added and the game tp’s him to the current checkpoint the text still show up?
So like
Example: A player/client joins a game, he completes stage one, he can see the gui, but the second time he goes on a part he can’t see it, and also when he leaves and joins back he can’t see it, so like I want like when a player/client steps on a part that the entire script disables only for that client forever
like
Stage 1 : player steps and the gui shows up!
Stage 2 : the player Steps but the gui doesn’t show up
Player leaves and rejoins
Stage 3 : gui doesn’t show up?
well unfortunately if its a ServerScript you cant disable it from the client.
No like
Stage 1/ part: player steps on part and GUI shows up! When the player tries to step on it for the 2nd time the GUI doesn’t pop up when the player rejoins and steps on the part then can’t see it, so only they see it once.
and it keeps going like that
How on obbys when a player steps on the checkpoint they see “u completed this stage” they only see it once, when they step on it again they don’t see it. when they rejoin and step on the part they don’t see it.
i need to see whats inside that script that has the textlabel to show up.
I do mhm (This extra is for the letter I need to type on this reply)
the bad thing is that the script disables for the entire server to, so if like a person steps on part 1they can see it, and then another person steps on part 1 they can’t see it
you can just change it to a localscript.
or is this script in every checkpoint part?
Like I want to like only disable the script for the client and not all clients, and do when a player leaves and joins back and step on the part they can’t see the GUI as well
the script is in every checkpoint part
but then for sound and not the gui
you can handle this by checking if the CheckPoint’s Name is below the player’s current stage
if so it will work,