Hello, this is my arms follow cursor script, and i was wondering, how do you make it so if you reset/die it still works? My game is in Community Testing tomorrow, and i need help asap.
local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:wait() ; Character = Player.Character local Torso = Character:WaitForChild'Torso' local Neck = Torso:WaitForChild("Neck") local LeftShoulder = Torso:WaitForChild("Left Shoulder") local RightShoulder = Torso:WaitForChild("Right Shoulder") local Humanoid = Character:WaitForChild("Humanoid") Humanoid.AutoRotate = false local HMR = Character:WaitForChild("HumanoidRootPart") local Mouse = Player:GetMouse() local RC0 = CFrame.new(1, .5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local RC1 = CFrame.new(-.5, .5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local LC0 = CFrame.new(-1, .5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local LC1 = CFrame.new(.5, .5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local NeckC0 = Neck.C0 local NeckC1 = Neck.C1 game:GetService("RunService").RenderStepped:connect(function() local cf = workspace.CurrentCamera.CFrame.lookVector.Y local Kek = CFrame.Angles(0, 0, math.asin(Mouse.Origin.lookVector.Y)) RightShoulder.C1 = RC1 * Kek:inverse() LeftShoulder.C1 = LC1 * Kek Neck.C0 = NeckC0 * CFrame.Angles(math.asin(Mouse.Origin.lookVector.Y), 0, 0):inverse() HMR.CFrame = CFrame.new(HMR.Position, Vector3.new(Mouse.Hit.p.x, HMR.Position.Y, Mouse.Hit.p.z)) end)