function charactersetup(player, character)
for _, v in pairs(character:GetChildren()) do
if v:IsA("Hat") or v:IsA("Shirt") or v:IsA("Pants") or v:IsA("CharacterMesh") then
v:Destroy()
end
end
end
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(character)
charactersetup(player, character)
end)
if player.Character and player.Character.Parent then
charactersetup(player, player.Character)
end
end)
This is an odd bug. Sometimes it gets rid of none of the characters stuff, sometimes it gets rid of a few things. How can I get it to destroy EVERYTHING

9 comments
Mind adding wait(1) on top of the script? This may be a timing problem.
Did nothing
no errors?
Nope, like I said, is may destory some of the stuff, like maybe 1-2 hats, the shirt, and maybe an arm and torso mesh, but it still leaves a few things left on the character, instead of destroying it all
Add a wait(1) directly under charactersetup, before the for-loop?
Did you try setting breakpoints?
Why not disable the LoadCharacterAppearance property of players. It will give you the most default character model.
Where's that? It isn't in the Player, only CharacterAutoLoads, which disables them from respawning
Set it in a script. player.CanLoadCharacterAppearance = false.