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COMMUNITY QUESTION

Why doesn't my LocalScript thats inside my Tool work after I die??

local plr = game.Players.LocalPlayer
local char = plr.Character or plr.CharacterAdded:wait()
local tool = script.Parent
local canattack = tool:WaitForChild("CanAttack")
local RightFoot = Instance.new("Part")
local Mouse = plr:GetMouse()
local canswing = true
local mainfire = script.Parent.Moves.Fire
local fire = mainfire:Clone()

tool.Equipped:Connect(function()
	char["RightLowerLeg"].Transparency = 1
		RightFoot.Name = "Diable"
		RightFoot.Transparency = 0
		RightFoot.BrickColor = BrickColor.new("Cork")
		RightFoot.Material = "Neon"
		RightFoot.Reflectance = 0.2
		RightFoot.CanCollide = true
		RightFoot.Anchored =  false
		RightFoot.Size = Vector3.new(1, 2, 1)
		RightFoot.Parent = char
		local w = Instance.new("Weld")
		w.Part0 = char["RightLowerLeg"]
		w.Part1 = RightFoot
		w.Parent = RightFoot
		fire.Parent = RightFoot
		fire.Enabled = true
	local start = plr.Character.Humanoid:LoadAnimation(script.Start)
	start:Play()
	
end)

tool.Activated:Connect(function()
	if canswing == true then
		canswing = false
		canattack.Value = true
		local choose = math.random(1,2)
		if choose == 1 then
			local swing1animation = plr.Character.Humanoid:LoadAnimation(script.Kick1)
			swing1animation:Play()
			wait(1)
			canswing = true
		elseif choose == 2 then
			local swing2animation = plr.Character.Humanoid:LoadAnimation(script.Kick2)
			swing2animation:Play()
			wait(1)
			canswing = true
		end
	end
end)

tool.Unequipped:connect(function()
	RightFoot.Transparency = 1
	fire.Enabled = false
	char["RightLowerLeg"].Transparency = 0
	local hum = char:WaitForChild("Humanoid")
	local fin = plr.Character.Humanoid:LoadAnimation(script.Stop)
	fin:Play()
end)

The script works PERFECTLY when I use it but then I die and it doesn't seem to work AT ALL

Please help I just don't get why its not working and I've spent hours trying to fix it

and also this is a combat script to deal punches and such and theres a separate damage script that works just fine but the damage script isn't a local script

1 comment

1

Char will only correlate to the existing character declared at that point in time. After an avatar is disjointed, a fresh rig is loaded. You have to compensate for this: call Player.Character instead of allocating a static variable

1 answer

You will have to use remote events to fix that But basically, every time a player resets, his scripts reset and they get replicated back to the player. Hope that helps :)

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