local n=script.NoJump:Clone()script.NoJump:Destroy()function CharacterSpawned(U)local G=n:Clone()G.Parent=U delay(.2,function()G.Disabled=false end)end function PlayerEntered(n)n.CharacterAdded:connect(CharacterSpawned)end for n,U in pairs(game.Players:GetPlayers())do PlayerEntered(U)end game.Players.PlayerAdded:connect(PlayerEntered)
-- NOTE: To me, this appears a bit 'hackish' so I can't
-- promise that it will always work!

local noJump = script.NoJump:Clone()
script.NoJump:Destroy()

function CharacterSpawned(char)
	local noJ = noJump:Clone()
	noJ.Parent = char
	delay(0.2, function()
		noJ.Disabled = false
	end)
end

function PlayerEntered(player)
	player.CharacterAdded:connect(CharacterSpawned)
end

for _, v in pairs(game.Players:GetPlayers()) do
	PlayerEntered(v)
end
game.Players.PlayerAdded:connect(PlayerEntered)
