I am attempting to fix a glitch in my game, the glitch in question happens when the code below is being executed when a player leaves the game, I have attempted to remedy this by adding a check to ensure all players are in the server before proceeding (lines 5-8), however, said check is faulty and will not work. Any advice? (For those wondering, Ghame is the game loop, which includes the code below.)
local players = randomizePlayers(game.Players:GetChildren())
local spawns = map.SpawnPoints:GetChildren()
for i = 1, #players do
local v = players[i]
if readyPlayers > #players
then
Ghame()
end
v.Character:MoveTo(spawns[i].Position)
for _, x in pairs(game.ServerStorage.Weapons:GetChildren()) do
x:Clone().Parent = v.Backpack
end
v.Playing.Value = true
end
the code below are two snippets from the script that define readyPlayers, Playing, and randomizePlayers, if needed.
function readyPlayers()
return #(game.Players:GetChildren())
end
function randomizePlayers(pList)
local newPList = {}
for i = 1, #pList do
local num = math.random(#pList)
print(pList[num])
table.insert(newPList, pList[num])
table.remove(pList, num)
end
return newPList
end
game.Players.PlayerAdded:connect(function(player)
local inValue = Instance.new("BoolValue", player)
inValue.Name = "Playing"
end)

1 comment
We need all information affiliated with this code, that includes the definitions of variables such as readyPlayers. Please provide everything necessary.