#.CharacterAdded works unstable on client

18 messages · Page 1 of 1 (latest)

finite vaporBOT
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studio** You are now Level 4! **studio

velvet flame
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the script is putten in ReplicatedFirst service

real sphinx
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It's probably because those characters already existed before the client loaded in, just loop through game.Players:GetPlayers() and run your on player added function for those BEFORE connecting to PlayerAdded

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Oh wait in so dumb

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I literally didn't see your loop

velvet flame
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with this:

local Players = game:GetService("Players")

local function onPlayerAdded(player)
    player.CharacterAdded:Connect(function(character)
        print(character.Name)
    end)

    if player.Character then
        print(player.Character.Name)
    end
end

for _, player in pairs(Players:GetPlayers()) do
    onPlayerAdded(player)
end

Players.PlayerAdded:Connect(onPlayerAdded)
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really, I've run like 3 8-player servers and every character was printed

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roblox pisses me off everytime 💀

real sphinx
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Ur waiting for the character event

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When it might already have been fired

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Just do

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local char = plr.Character or plr.CharacterAdded:Wait()

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Wait fuck ur already doing that

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Idk what's wrong with me today lol

velvet flame
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nevermind

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after hours of debugging, thinking and implementing things i decided to make it serversided