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How do I make so the player needs to go in the obby checkpoints in order?

Asked by 3 years ago
Edited 3 years ago

Hello! I'm making an obby that has checkpoints, and I want to make the player need to go to the checkpoints in order. Because I don't want hackers to teleport from the first stage to the last stage.

I tried to make my script make sense but it does not and is of course not going to actually work

I tried making this script hoping it will work but that's before finding out that it does not make sense that it will work.

local part = script.Parent

part.Touched:Connect(function(hit)
    if hit.Parent:FindFirstChild("Humanoid") then
        local player = game.Players:GetPlayerFromCharacter(hit.Parent)
        local stagesnow = player.leaderstats.Stage.Value
        if player.leaderstats.Stage.Value ~= stagesnow - 1 then
            stagesnow = stagesnow + 1
            player.leaderstats.Stage.Value = player.leaderstats.Stage.Value + stagesnow - 1
        end
        end
end)

script.Parent.CheckPointScript.Disabled = true

So I am having trouble with that. What do I need to do so it can make sense?

0
there is a value inside the player called "RespawnLocation" (or something like that). Try experimenting with that (maybe set the script to update it to that part). JustAnotherGaming 48 — 3y

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Answered by
zane21225 243 Moderation Voter
3 years ago

Hello friend! I was also having this same issue around a year ago. Here's the fix for it:

script.Parent.Touched:Connect(function(touched)
    local plr = game.Players:GetPlayerFromCharacter(touched.Parent)
    local stageCount = plr.leaderstats.Stage
    if stageCount.Value -> stageCount.Value + 1 then
        stageCount.Value = stageCount.Value + 1
    elseif stageCount.Value > stageCount.Value + 1 then
        touched.Parent.Humanoid.Health = 0
    end
end)

Basically what I did here was I checked if the player was gaining more than a single stage at a time, it just automatically kills the player.

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