I'm trying to change players' character models on respawn via player.CharacterAdded, however, when players' character model changes it simply retriggers the function again leading to a loop error to occur (Maximum event re-entrancy depth exceeded for Player.CharacterAdded). How can I make newly respawned players change into a new model with a function without triggering the function to start again?
Here is what I had:
Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local oldCharacter = player.Character local newCharacter = game.WorkSpace.PreloadedAssets.NewCharacter:Clone() newCharacter.HumanoidRootPart.Anchored = false newCharacter:SetPrimaryPartCFrame(oldCharacter.PrimaryPart.CFrame) player.Character = newCharacter newCharacter.Parent = game.Workspace end) end)