§ 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'.

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