Why are Spawnpoints Broken?

No, I don’t think so. I only have 3029 scripts. I don’t really have that much. :joy:

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Ok lol. I only have about 3 0_0

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Try replacing the Spawn Point model with a standard SpawnLocation object.

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I don’t know what that means, but I will look it up.

Try adding a spawn fixer script, which hears for the Player.Character or Player.CharacterAdded:Wait() event/connection/instance.

After that, when the player has been resetted/joined, run the WaitForChild() function. Then write the player’s character <instance>'s CFrame to the spawnpoint position.

Hope this helped! :slightly_smiling_face:

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also a local script one btw (way faster)

or a server one

This makes no sense to me at all :flushed:. I will try and figure it out.

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Alright! tell me if it works plz kthxbai!! :hear_no_evil: :heart:

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I had a look at the point where I was spawning, and it’s actually one of the models that’s causing it.

I’m not sure how I can stop the player from spawning next to it. It’s a viewport frame mirror someone made for me.

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Do something like this…

Player.CharacterAdded:Connect(function(c)
  local Head = c:WaitForChild("Head")
  Head.CFrame = <spawn path> * Vector3.new(0, 1.5, 0)
end

Hope this helped. :slight_smile:

Do I place this in the player head?

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Look into the source and check:

Is it an spawn location?

Disable the spawn.

An example:
for i, v in pairs(workspace:children()) do
. if v:IsA(“SpawnLocation”) then
. . v.Enabled = false
. end

(Ignore the dots pls, it’s a formatting bug)

Place it, for instance, in StarterGui.

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