I have a friend who wants to block Menu Respawning and also alert the user that your requested respawn has been rejected, and the game controls respawning only.
I have the script working great, renaming Humanoid to humanoid, and loading custom Health and Animations to fix re spawning and animation with the new humanoid name, but if I try adding another Humanoid to the character and do a Menu Respawn, it kills the character.
Is there a way to prevent killing the player, and being able to know if the player attempted to manually respawn?
coroutine.resume(coroutine.create(function() chr:WaitForChild("Humanoid") chr.Humanoid.Name="humanoid" while chr:findFirstChild("Health") == nil and wait() do end chr.Health:Destroy() while chr:findFirstChild("Animate") == nil and wait() do end chr.Animate:Destroy() local rep=script.Health:Clone() rep.Parent=chr rep.Disabled=false local rep=script.Animate:Clone() rep.Parent=chr rep.Disabled=false for a,obj in pairs(chr:children()) do if obj:IsA("CharacterMesh") and obj.Name:find("3.0") then obj:Destroy() end end local hum=Instance.new("Humanoid",chr) while wait() do if hum.Health==0 then print("DENIED") hum.Health=100 end end end))
Other needed tags: Humanoid, Death Unable to find an appropriate tag!! Edit: Found better tags.
This method will work if your game doesn't involve killing:
function newPlayer(p) local pos = CFrame.new(0, 4, 0) -- Set this to the origianal spawn location p.CharacterAdded:connect(function(c) c.Torso.CFrame = pos c:WaitForChild("Humanoid").Died:connect(function() pos = c.Torso.CFrame p:LoadCharacter() end) end) end)