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?
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.