So i made this gamepass thats supposed to give the player a weapon when the buy it and if the already have it and they have the weapon its suppoesd to not give them one but even if they dont have the weapon and have the gamepass it still doesnt give them a weapon can some body pls help me
local MPS = game:GetService("MarketplaceService") local Players = game:GetService("Players") local GamePassID = 9869510 function PSpawn(player) local plrhaspass = false plrhaspass = MPS:UserOwnsGamePassAsync(player.userId, GamePassID) if plrhaspass == true then local back = player.Backpack if back["Water Scythe"] ~= nil then return else game.Lighting.VipGui:Clone().Parent = player.Character.Head game.Lighting["Water Scythe"]:Clone().Parent = player.Backpack game.Lighting["Water Scythe"]:Clone().Parent = player.StarterGear player.leaderstats.Exp.Value = player.leaderstats.Exp.Value + 0 end end end game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function() PSpawn(player) end) end)
This is off of a youtube video, I just happened to have the script on hand.
local MarketPlaceService = game:GetService("MarketplaceService") --//MarketPlaceService local id = 9869510 --//Your id here game.Players.PlayerAdded:Connect(function(player) if MarketPlaceService:UserOwnsGamePassAsync(player.UserId, id) then game.ReplicatedStorage.Tool:Clone().Parent = player.BackPack --//Place your gear into replicated storage instead of lighting lol. game.ReplicatedStorage.Tool:Clone().Parent = player.StarterGear end end)
Should do the job. Let me know if you have any problems.