So I'm making a KO script so that after running out of health your character falls over. I'm looking to use an effect of falling over that is similar to setting PlatformStanding to enabled. My current issue is that, if the players hit backspace then they obviously get up from it. Which I don't want.
-- This will be put into the Players Character Model. local Character = script.Parent local Humanoid = nil -- Setting this up so if we decide to rename the humanoid we still find it. for Num, On in pairs(Character:GetChildren()) do if On:IsA("Humanoid") then Humanoid = On end end local KO_Value = Instance.new("IntValue", Character) KO_Value.Name = "Player_KO" game.Debris:AddItem(KO_Value, 300)--Just incase Humanoid.PlatformStand = true for OnTime = 1, math.ceil(script.KO_Time.Value) do wait(1) -- Wait out the time end Humanoid.PlatformStand = false game.Debris:AddItem(KO_Value, 0.01) script:remove()
The script is placed into the Character's model, and there's a Number Value inside of it named "KO_Time" (Literally the time in seconds you're going to be KO'd).
Thanks for your time.
Well, what I suggest is doing as so:
Create a new LocalScript, put it anywhere you like, for this example it will be in ReplicatedStorage. Ensure that the property Disabled has been set to true
Inside this local script, insert the following line of code:
while wait() do game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true end
Then in your main script, instead of using Humanoid.PlatformStand = true
use:
local pfscript = game:GetService("ReplicatedStorage")["LOCALSCRIPTNAME"]:Clone() pfscript.Parent = Character -- Makes player fall pfscript.Disabled = false -- Insert whatever you need to do pfscript:Destroy -- Lets player get back up
If you don't understand what this is doing, it is just a localscript you put into your character which will set PlatformStand to true whenever the script is in the Character and is Enabled.
If this doesn't work, or you have a question, just say so.