#Force Blocky Character

1 messages · Page 1 of 1 (latest)

crude hornet
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i want to force blocky character mesh but it sometimes works and sometimes doesnt

#

i have this running in serverscriptservice

local Players = game.Players

function PlayerJoined(Player)
    local function RemoveMeshes(Character)
        local Humanoid = Character:WaitForChild("Humanoid")
        wait()
        local CurrentDescription = Humanoid:GetAppliedDescription()

        CurrentDescription.Head = 0
        CurrentDescription.Torso = 0
        CurrentDescription.LeftArm = 0
        CurrentDescription.RightArm = 0
        CurrentDescription.LeftLeg = 0
        CurrentDescription.RightLeg = 0
        Humanoid:ApplyDescription(CurrentDescription)
    end
    Player.CharacterAdded:Connect(RemoveMeshes)
end

Players.PlayerAdded:Connect(PlayerJoined)

game.Players.PlayerAdded:Connect(function(Plr)
    Plr.CharacterAppearanceLoaded:Connect(function(Chr)
        for _,child in pairs(Chr:GetChildren()) do
            if child:IsA("CharacterMesh") then
                child:Destroy()
            end
        end
    end)
end)```

but it sometimes doenst work when i join the game
nova hazel
#

couldnt you just go to game settings > avatar and then set the character to r6?

trail hemlock
#

r6 doesnt mean its gonna be blocky

nova hazel
#

wdym, blocky

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like minecraft blocky?

trail hemlock
#

default body parts

nova hazel
#

but r6 makes it blocky

#

try to delete the mesh id's in each body part then

trail hemlock
#

also he already did what u suggested and he said it doesnt work

floral sparrow
#

oh wrong reply

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but yes, just make your own char

visual wraith
#

o

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for i,v in pairs(Character:GetChildren()) do
if v:IsA("CharacterMesh") then
v:Destroy()
end
end

#

this code completely removes all body packages

#

just put that in a startercharacter script

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and thats it

crude hornet
visual wraith
#

serversided script in the startercharacter