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Can I set JumpPower and Health from StarterPlayerScripts in FE?

Asked by
Scaii_0 145
7 years ago

So I have a script in the StarterPlayerScripts, and it basically finds some values and sets the JumpPower and Health to that:

01local p = game.Players.LocalPlayer
02print(p,'found')
03 
04 
05local hs = p:WaitForChild("Stats").HealthStat.Value
06local js = p:WaitForChild("Stats").JumpStat.Value
07print('values found')
08 
09p.CharacterAdded:connect(function(c)
10    print('character found')
11 
12local hu = c:WaitForChild("Humanoid")
13print('humanoid found')
14 
15hu.MaxHealth = hs + 100
View all 22 lines...

So, in game it does print 'jump set' and 'health set' but when I check the values, they remain the same.

Would I have to use a script in StarterCharacter and use RemoteEvents? If so could you provide me with the changes I would have to make.

Thank you.

0
Yeah you'd have to use events. MachoPiggies 526 — 7y

2 answers

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Answered by 7 years ago

Assuming you're using filtering enabled, they're staying the same because they're only changing locally. To change the values "officially", you have to do it from a serverscript.

  1. Either subscribe to the "PlayerAdded" event in a serverscript, and then subscribe to that player's "CharacterAdded" event, changing the values of the humanoid from there,

OR

Make a script in "StarterCharacterScripts" (Serverside of course), and then edit the humanoid values. Though, in order to get the humanoid, you have to do this line of code first:

local humanoid = script.Parent:WaitForChild("Humanoid")

This is because everytime a player's character is loaded, this script will be parented to that player's character. :WaitForChild("Humanoid") is optional, but recommended, since the humanoid could have a chance of loading late, thus making the script think of it as "nil", causing an error.

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Answered by 7 years ago

You should put this script into PlayerStarterCharacter as it's modifying Humanoid properties

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