This is from the Freeze Script
wait(.5) local play = game.Players.LocalPlayer function happe() coroutine.resume(coroutine.create(function() repeat wait(5) until play.Backpack:findFirstChild("Primary") ~= nil play.Backpack:findFirstChild("Primary").Active.Value = false end)) end happe() play.Character.Humanoid.WalkSpeed = 0 play.Character.Humanoid.Changed:connect(function() play.Character.Humanoid.Jump = false end)
And this is from my main script inputting it into the player
for i, v in pairs (game.Players:GetChildren()) do if v:findFirstChild("PlayerGui") ~= nil then if v.PlayerGui:findFirstChild("MapLoad") ~= nil then v.PlayerGui.MapLoad:Destroy() end game.ServerStorage.OVERLORD.SERVER.SPAWN:clone().Parent = v.PlayerGui --EquipGuns game.ServerStorage.OVERLORD.STORAGE.GUI.FreezePlayer:clone().Parent = v.PlayerGui --FreezePlayers end end game.ServerStorage.OVERLORD.STORAGE.GUI.Countdown:clone().Parent = game.StarterGui game.ServerStorage.OVERLORD.STORAGE.GUI.SpawnMenu:clone().Parent = game.StarterGui game.ServerStorage.OVERLORD.STORAGE.GUI.FreezePlayer:clone().Parent = game.StarterGui
--GameBegin() game.StarterGui:findFirstChild("Countdown"):Destroy() game.StarterGui:findFirstChild("SpawnMenu"):Destroy() game.StarterGui:findFirstChild("FreezePlayer"):Destroy()
Well, you didn't provide enough information on any errors and whatnot, but I can try to help.
Instead of repeatedly setting the Humanoid's WalkSpeed to 0, you can just anchor the HumanoidRootPart all together. It'd look something like this:
wait(0.5) local play = game:GetService("Players").LocalPlayer function happe() coroutine.resume(coroutine.create(function() repeat wait(5) until play.Backpack:findFirstChild("Primary") ~= nil play.Backpack:findFirstChild("Primary").Active.Value = false end)) end happe() play.Character:WaitForChild("HumanoidRootPart").Anchored = true -- this will prevent any sort of movement from the player. play.Character:WaitForChild("Humanoid"):GetPropertyChangedSignal('Jump'):Connect(function() Character.Humanoid.Jump = false -- Disables the player from even attempting to jump, although anchoring the HumanoidRootPart already does it. end)
Let me know if this isn't the case and something else is broken.