✓ Accepted answer
Assuming a player's character touched this, or some other object whose Archivable property is assigned to false, that is your issue.
By default, the character model is not Archivable. This property determines if an instance can be cloned.
Before cloning, simply assign Archivable to true;
local Players, Workspace = game:GetService("Players"), game:GetService("Workspace")
script.Parent.Touched:Connect(function(part)
local client = Players:GetPlayerFromCharacter(part.Parent)
if not client then
return
end
client.Character.Archivable = true
local clone = client.Character:Clone()
clone.Parent = Workspace
end)
Notice I used better identifiers, and a more reliable way of verifying that a player touched it.
1 comment
WOW