(in a local script)
local plr = game.Players.LocalPlayer plr.Character:WaitForChild("Humanoid").Died:Connect(function() game.ReplicatedStorage.playerDeadEvent:FireServer(plr) end)
(in a server script in serverscriptservice)
game.ReplicatedStorage.playerDeadEvent.OnServerEvent:Connect(function(i, plr) local character = plr.Character plr.character:WaitForChild("Humanoid").Died:Connect(function() wait(7) if plr.TeamColor == BrickColor.new("Really red") then plr.Character:MoveTo(game.Workspace.map.redtelePart.Position) local sword = game.ReplicatedStorage.ClassicSword:Clone() sword.Parent = plr.Backpack end if plr.TeamColor == BrickColor.new("Electric blue") then plr.Character:MoveTo(game.Workspace.map.bluetelePart.Position) local sword = game.ReplicatedStorage.ClassicSword:Clone() sword.Parent = plr.Backpack end end) end)
works in studio when you reset and it teleports you back to the arena, but when another client kills you in server testing it just teleports you to the lobby (where the spawn points are) and this script doesn't teleport you back