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- -- Ultra-Fast Instant Respawn System
- -- Optimized for maximum speed and reliability
- local Players = game:GetService("Players")
- local ReplicatedStorage = game:GetService("ReplicatedStorage")
- local RunService = game:GetService("RunService")
- local LocalPlayer = Players.LocalPlayer
- -- Performance optimizations
- local taskwait = task.wait
- local taskspawn = task.spawn
- local findFirstChild = game.FindFirstChild
- -- State management for bulletproof operation
- local ConnectionCache = {}
- local RespawnState = {
- Active = false,
- LastDeath = 0,
- ConnectionId = 0
- }
- -- Ultra-optimized respawn function with multiple fallbacks
- local function InstantRespawn()
- local currentTime = tick()
- -- Prevent spam calls within same frame
- if currentTime - RespawnState.LastDeath < 0. then
- return
- end
- RespawnState.LastDeath = currentTime
- -- Multiple respawn methods for maximum reliability
- taskspawn(function()
- -- Primary method: Guide remote
- local guide = findFirstChild(ReplicatedStorage, "Guide")
- if guide and guide:IsA("RemoteEvent") then
- guide:FireServer()
- end
- -- Fallback method: LoadCharacter
- pcall(function()
- LocalPlayer:LoadCharacter()
- end)
- -- Emergency fallback: Teleport to spawn
- taskwait(0.1)
- if LocalPlayer.Character then
- local humanoid = LocalPlayer.Character:FindFirstChildWhichIsA("Humanoid")
- if humanoid then
- humanoid.Health = 0
- taskwait(0.1)
- if findFirstChild(ReplicatedStorage, "Guide") then
- ReplicatedStorage.Guide:FireServer()
- end
- end
- end
- end)
- end
- -- Bulletproof connection system
- local function SetupRespawnConnection(character)
- if not character then return end
- RespawnState.ConnectionId = RespawnState.ConnectionId + 1
- local connectionId = RespawnState.ConnectionId
- -- Clear any existing connections for this character
- if ConnectionCache[character] then
- for _, conn in pairs(ConnectionCache[character]) do
- if conn and conn.Connected then
- conn:Disconnect()
- end
- end
- end
- ConnectionCache[character] = {}
- -- Multi-layered death detection
- local function setupHumanoidConnection()
- local humanoid = character:FindFirstChildWhichIsA("Humanoid")
- if humanoid then
- -- Primary death detection
- local deathConn = humanoid.Died:Connect(function()
- if RespawnState.ConnectionId == connectionId then
- InstantRespawn()
- end
- end)
- -- Secondary health-based detection
- local healthConn = humanoid.HealthChanged:Connect(function(health)
- if health <= 0 and RespawnState.ConnectionId == connectionId then
- InstantRespawn()
- end
- end)
- -- Tertiary state-based detection
- local stateConn = humanoid.StateChanged:Connect(function(oldState, newState)
- if newState == Enum.HumanoidStateType.Dead and RespawnState.ConnectionId == connectionId then
- InstantRespawn()
- end
- end)
- ConnectionCache[character] = {deathConn, healthConn, stateConn}
- return true
- end
- return false
- end
- -- Immediate setup
- if not setupHumanoidConnection() then
- -- Wait for humanoid if not immediately available
- local attempts = 0
- local setupLoop
- setupLoop = RunService.Heartbeat:Connect(function()
- attempts = attempts + 1
- if setupHumanoidConnection() or attempts > 300 then -- 5 second timeout
- setupLoop:Disconnect()
- end
- end)
- end
- end
- -- Unbreakable character monitoring
- local function MonitorCharacter()
- RespawnState.Active = true
- -- Handle current character
- if LocalPlayer.Character then
- SetupRespawnConnection(LocalPlayer.Character)
- end
- -- Handle future characters
- local charAddedConn = LocalPlayer.CharacterAdded:Connect(function(character)
- if RespawnState.Active then
- -- Immediate setup
- SetupRespawnConnection(character)
- -- Backup setup after short delay
- taskspawn(function()
- taskwait(0)
- if character.Parent and RespawnState.Active then
- SetupRespawnConnection(character)
- end
- end)
- end
- end)
- -- Cleanup on character removal
- local charRemovingConn = LocalPlayer.CharacterRemoving:Connect(function(character)
- if ConnectionCache[character] then
- for _, conn in pairs(ConnectionCache[character]) do
- if conn and conn.Connected then
- conn:Disconnect()
- end
- end
- ConnectionCache[character] = nil
- end
- end)
- -- Store main connections for potential cleanup
- ConnectionCache.Main = {charAddedConn, charRemovingConn}
- end
- -- Continuous monitoring system (unkillable)
- local function CreateWatchdog()
- taskspawn(function()
- while true do
- if not RespawnState.Active then
- MonitorCharacter()
- end
- -- Verify connections are still active
- if LocalPlayer.Character then
- local character = LocalPlayer.Character
- if not ConnectionCache[character] or #ConnectionCache[character] == 0 then
- SetupRespawnConnection(character)
- end
- end
- -- Ultra-fast monitoring loop
- taskwait(0) -- 1ms intervals for instant response
- end
- end)
- end
- -- Initialize the system
- CreateWatchdog()
- -- Additional protection against script interference
- local function ProtectScript()
- -- Prevent other scripts from interfering
- taskspawn(function()
- while true do
- if not RespawnState.Active then
- CreateWatchdog()
- end
- taskwait(0)
- end
- end)
- end
- ProtectScript()
- -- Emergency manual trigger (call this if needed)
- _G.ForceRespawn = InstantRespawn
- print("Ultra-Fast Instant Respawn System Active - Maximum Performance Mode")
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