Scripting HelpersARCHIVE
A little piece of Roblox history. Preserved for everyone, one question at a time.Read about the archive →
✓ ANSWER ACCEPTED

Remove default hat(s) on join?

I've tried to everything to find one working script (because mine didn't work at all). Apparently, they all don't work. Can anyone help me?

while true do 
wait(0.1) 
local w = game.Workspace:GetChildren() 
for i = 1, #w do 
c = w[i]:GetChildren()
for i=1, #c do
if (c[i].className == "Hat") then 
c[i]:remove() 
end
end 
end 
end 

2 comments

1

Scripting Helpers is not a request site; please edit your post to include your code.

0

The ClassName is "Accessory"

3 answers

✓ Accepted answer
--ClassNames or Names
local banned = {

	Hat = true, 
	Accoutrement = true,
	Accessory = true;

}


function delete(obj)
    if banned[obj.ClassName] or banned[obj.Name] then
        game.Debris:AddItem(obj, 1/30)
        print("Deleted: " ..obj.Name)
    end
end

game.Players.PlayerAdded:connect(function(player)
    player.CharacterAdded:connect(function(c)
        c.DescendantAdded:connect(function(obj)
            delete(obj)
        end)
    end)
end)


They are no longer considered "Hat" they are now "Accessory".

Though both of them are valid-ish answers. Simplicity calls for an even better one!

-- || Services || -- 
local Players = game:GetService("Players")
local Debris = game:GetService("Debris")

-- || HatRemoval || --
Players.PlayerAdded:connect(function(Player)
	Player.CharacterAdded:connect(function(Character)
		for i,v in pairs(Character:GetChildren()) do
			if v:IsA("Accoutrement") then
				Debris:AddItem(v, 1)
					end end 
		Character.ChildAdded:connect(function(Item)
			if Item:IsA("Accoutrement") then
				Debris(Item, 1)
					end
end) end) end)


-- Note: You don't have to use Debris, I just use it because I like it so it doesn't pause code to :Destroy() something.

So yeah, as you can see, there's many ways to do this, though my way is a way I've used a lot as someone that makes these scripts (sadly) a lot.

Any questions? Be sure to ask any of us!

This discussion is preserved as it was. New answers, comments, and votes are closed.