No, I don’t think so. I only have 3029 scripts. I don’t really have that much.
Ok lol. I only have about 3 0_0
Try replacing the Spawn Point model with a standard SpawnLocation object.
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!
also a local script one btw (way faster)
or a server one
This makes no sense to me at all . I will try and figure it out.
Alright! tell me if it works plz kthxbai!!
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.
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.
Do I place this in the player head?
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.