#Why doesnt local script receive remote events after the player dies?
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when player.CharacterAdded is ran when the player respawn, only what is inside the scope of the function is ran again.
r u sure? cuz if i replace the remote event with a different one that fires to a different local script it works ever time when the player respawns but when i need it to fire to the right local script it only works when the player joins the game and not when the player dies and the character joins again
another note, if i move the character added funtion to a remote event that receives a lot then it does fire when the player respawns to the right local script but i cant have it there cuz of data leak stuff
so i moved the local script that worked into the same spot where this local script is and it didnt work
so where the local script is is the the problem
i have no idea how to fix that
i am sure, either the script is yielding too much before CharacterAdded is fired or the Remote Event is fired in a local script that is under the StarterCharacterScripts
also you can manage the player stats server side so you don't need to fire the client
note if the player's Character spawns before the player.CharacterAdded is connected it won't run
how is the character going to spawn without the character being added first?