forgive me
for i am stupid
game.Players.LocalPlayer.CharacterAdded:Connect(function()
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 14
end)
(in starterplayerscripts)
forgive me
for i am stupid
game.Players.LocalPlayer.CharacterAdded:Connect(function()
game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 14
end)
(in starterplayerscripts)
The character is probably spawned before the script executes, meaning that the event wouldn’t fire (I tried it a few times and it only worked once). If you wanted to make sure the walkspeed was always changed, you could add a check in the script to see if the character was already spawned in, like this:
if game.Players.LocalPlayer.Character then
game.Players.LocalPlayer.Character:WaitForChild("Humanoid").WalkSpeed = 14
end
game.Players.LocalPlayer.CharacterAdded:Connect(function()
game.Players.LocalPlayer.Character:WaitForChild("Humanoid").WalkSpeed = 14
end)
I would recommend using :WaitForChild when referencing children of the character on the client, as there might be delays in replication.
i noticed that in the “world” section of the game settings i can set walkspeed
is that a bad idea? are there downsides to it? or should i do that?
If it is going to be the default walkspeed, it is perfectly fine to use it.
Just go to Players properties and then change walkspeed ;-;
local players = game:GetService("Players")
players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local human = character:WaitForChild("Humanoid")
human.WalkSpeed = 14
end)
end)