§ How to · with Forge AI
How to make a Roblox respawn system (with AI)
By Sametcan Tasgiran, Founder & Developer·Published ·Updated
A Roblox respawn system needs four pieces: death detection, a cooldown timer, spawn point selection, and a respawn UI. Forge AI generates all four in 38 seconds — including team-based spawning and a configurable cooldown.
4 files · 130 lines · 38 seconds · 1 credit. Replaces Roblox default respawn with a controlled flow.
Death detection
Humanoid.Died event fires per character. Server captures the death moment, locks the player out of automatic respawn, and starts a controlled cooldown.
5-second cooldown
Configurable countdown displayed in a full-screen UI. Player sees seconds remaining + a respawn button that enables at zero. Skip-cooldown gamepass support optional.
Spawn point selection
Choose nearest safe spawn, random spawn, or team-tagged spawn (CollectionService tag SpawnTeamRed).
Team-based spawning
Player.Team is checked on respawn. Players spawn only at SpawnLocations with their team color or a CollectionService tag matching their team name.
Death screen UI
Full-screen overlay with killer name, weapon used, countdown, and respawn button. Optional kill-cam pans to the killer for 3 seconds.
Auto-skip option
Players can toggle 'auto respawn' in settings — server respawns them the moment cooldown ends, no button click needed.
Files Forge AI ships for this prompt
4 files · 130 lines · 38 seconds · 1 credit
ServerScriptService/RespawnManager.lua
Death capture, cooldown timer, controlled SpawnLocation pick
68 lines
ReplicatedStorage/Remotes/RespawnRequest
Client respawn button → server
instance
StarterGui/DeathScreen.lua
Full-screen UI with countdown + respawn button
42 lines
StarterPlayer/StarterCharacterScripts/DeathHook.lua
Fires DeathScreen on Humanoid.Died
20 lines
Sample output: ServerScriptService/RespawnManager.lua
--!strict
-- ServerScriptService/RespawnManager.lua (Forge AI · excerpt)
local Players = game:GetService("Players")
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RespawnRequest = ReplicatedStorage:WaitForChild("Remotes"):WaitForChild("RespawnRequest")
local COOLDOWN_SEC = 5
local awaiting: { [Player]: { deathTime: number, killer: Player? } } = {}
Players.CharacterAdded:Connect(function(_) end) -- hook below
local function onCharacter(player: Player, character: Model)
local humanoid = character:WaitForChild("Humanoid") :: Humanoid
humanoid.Died:Connect(function()
awaiting[player] = { deathTime = os.clock(), killer = nil }
player:LoadCharacter() -- DISABLE automatic
-- ^ Instead: keep ghost cam, show death screen on client
end)
end
Players.PlayerAdded:Connect(function(player)
player.CharacterAutoLoads = false
player.CharacterAdded:Connect(function(char) onCharacter(player, char) end)
player:LoadCharacter()
end)
local function pickSpawn(player: Player): SpawnLocation?
local team = player.Team and player.Team.Name
for _, sp in ipairs(CollectionService:GetTagged("SpawnPoint")) do
if not team or sp:GetAttribute("Team") == team then return sp end
end
return workspace:FindFirstChildOfClass("SpawnLocation")
end
RespawnRequest.OnServerEvent:Connect(function(player: Player)
local a = awaiting[player]
if not a then return end
if os.clock() - a.deathTime < COOLDOWN_SEC then return end
awaiting[player] = nil
local spawn = pickSpawn(player)
player:LoadCharacter()
if spawn and player.Character then
player.Character:PivotTo(spawn.CFrame + Vector3.new(0, 3, 0))
end
end)Building a Roblox respawn system
Respawn systems are deceptively important. The Roblox default respawn — automatic, instant, anywhere — kills the pacing of competitive games and creates exploit windows. The correct pattern is server-controlled: disable auto, gate respawn behind a cooldown, pick the spawn location deliberately.
The Forge AI respawn prompt produces a 4-file system that replaces the default. Players.CharacterAutoLoads is set to false at join. Humanoid.Died fires on each death; the server records the death timestamp and shows a full-screen death UI. The player cannot respawn until the cooldown expires and the server validates their request.
Spawn point selection has three modes: nearest safe, random, or team-tagged. Team mode reads player.Team.Name and filters SpawnLocations tagged with the matching team attribute. This lets you build red vs blue maps with clean spawn separation. The selection runs server-side every respawn — no chance of the client picking an unfair spawn.
The death screen is more than UI. It shows the killer name, weapon used, and remaining cooldown — turning a frustrating moment (dying) into information. Players learn what killed them, which fixes the most common new-player complaint ('I don't know why I died'). The respawn button enables at zero cooldown; an auto-respawn toggle in settings respawns immediately for players who don't want the screen.
The full system is configurable in 4 constants at the top of RespawnManager.lua — COOLDOWN_SEC, ENABLE_KILLCAM, SPAWN_MODE, GAMEPASS_SKIP_ID. Forge generates a working system in 38 seconds; tuning takes another 5.
See more on the Luau generator, the game builder, or browse the full blog.
Frequently asked
Why disable CharacterAutoLoads?+
Roblox's default behavior respawns the player automatically with no cooldown. Disabling it gives you full control — you decide when and where they come back. The cost is one extra line of code per player join.
Can I add a 'wait for revive' option (Apex Legends-style)?+
Yes. Instead of starting the cooldown, mark the player as 'downed.' A teammate can interact with the downed character within a 20-second window to skip the respawn. Forge can extend with a follow-up prompt.
How do I handle team-based spawns?+
Tag each SpawnLocation with CollectionService:AddTag(spawn, 'SpawnPoint') and set an attribute spawn:SetAttribute('Team', 'Red'). pickSpawn() filters by player.Team.Name. No extra code per team.
What about a gamepass that skips the cooldown?+
Check MarketplaceService:UserOwnsGamePassAsync in RespawnRequest. If owned, ignore the 5-second check. Forge can wire the gamepass ID you provide.
Can I show who killed the player?+
Yes. Capture the killer in Humanoid.Died (read the last damage source from a server table, or attach it to the player attribute). The DeathScreen client receives it via a RemoteEvent — show 'Killed by Name with Sword'.
Related Forge AI prompts
Roblox checkpoint system
4 files · 140 lines · 36 seconds · 1 credit. RespawnLocation-based, no custom respawn script needed.
Roblox combat system
5 files · 140 lines · 42 seconds · 1 credit. Drop into your place and press Play.
Roblox killfeed
3 files · 110 lines · 32 seconds · 1 credit. Animated entry, auto-fade, team-color coded.