So, This script is to morph a playermodel into a custom model with custom animations 'n' such, Which goes like this:
local morph = game.ReplicatedStorage.Puro --Replace with path to desired Morph
local pad = script.Parent
pad.Touched:connect(function(hit)
local par = hit.Parent
if par.ClassName == "Model" then
local transfured = par:FindFirstChildWhichIsA("BoolValue")
if transfured.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
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)
The thing is; After the character morphs, 3 seconds later, The character respawns, What I assume that happens is that the model switch makes the game think that the character has died, And is soon going to respawn it.
So, Uh, The question is: How do I stop this? It's just the ONLY thing that doesn't let my morph script to work.

2 comments
should work// havent tested
The same problem happens.