...Literally, what the title says.
Basically, the script does what it was inteded to, morph the character, set it's camera to the primary part, everything good!.
The problem is... 5 seconds after morphing, the character respawns like a normal character, basically, the game thinks the player died.
The script is uh... this:
local morph = game.ReplicatedStorage.Puro
local pad = script.Parent
pad.Touched:connect(function(hit)
local par = hit.Parent
if par.ClassName == "Model" then
local morphd = par:FindFirstChildWhichIsA("BoolValue")
if morphd.value == false then
local hum = par:FindFirstChild("Humanoid")
if hum then
local ply = game.Players:GetPlayerFromCharacter(par)
if ply then
local morphClone = morph:Clone()
morphClone.Name = par.Name
morphClone.Parent = game.Workspace
morphClone.PrimaryPart.CFrame = par.PrimaryPart.CFrame
ply.Character = morphClone
par:Destroy()
wait(0.5)
local Animator = morphClone:FindFirstChild("Animator")
Animator.Disabled = false
local Dyez = morphClone:FindFirstChild("CommitDyez")
Dyez.Disabled = false
game.Workspace.EVENTS["AnimationChange (Puro)"]:FireClient(hit)
end
end
end
end
end)
STUFF IN DETAIL:
The script "animator" is a edited version of the animator script made to have the custom character's animations.
"CommitDyez" is a LocalScript to set the character's camera to the primarypart
the "event:fireclient" is used for giving a clientEvent to the player's GUI, showing the GUI with animations for the character.
My Hypothesis is that on the line "par:Destroy()" is when the character is named "dead" by the game, forcing him to respawn.
If there is a way to cancel the respawn, tell me, I'd really be happy of that.

3 comments
Why are you calling "par:Destroy()"? That's basically just destroying the player, making him/her respawn.
How do i get rid of the starter player chararacter, then?, Else it'll be just tposing as a ragdoll on the floor.
Yeah, don't reply back, thanks for the "EXTREMELY USEFULL" info.