game.Players.PlayerAdded:Connect(function() game.ServerStorage.Playernum.Value = game.ServerStorage.Playernum.Value + 1 if game.ServerStorage.Playernum.Value > 1 then LocalScript.Disabled = false LocalScripte.Disabled = true else LocalScript.Disabled = true LocalScripte.Disabled = false end end) game.Players.PlayerRemoving:Connect(function() game.ServerStorage.Playernum.Value = game.ServerStorage.Playernum.Value - 1 if game.ServerStorage.Playernum.Value > 1 then LocalScript.Disabled = false LocalScripte.Disabled = true else LocalScript.Disabled = true LocalScripte.Disabled = false end end)
--script no1 (enough players) local sutart = 20 for i = sutart,0,-1 do wait(1) script.Parent.Text = i .. " Secconds Reaming" end
--script no 2 (not enough players) while true do script.Parent.Text = "Waiting Players." wait(1) script.Parent.Text = "Waiting Players.." wait(1) script.Parent.Text = "Waiting Players..." wait(1) end
-- Make a Folder called Value in ReplicatedStorage -- Make a IntValue Called Intermission In the Value Folder -- Make a BoolValue Called CurrentMode in the Value Folder -- Make a IntValue Called RoundTime In the Value Folder local ReplicatedStorage = game:GetService("ReplicatedStorage") local ValueFolder = ReplicatedStorage:WaitForChild("Value") local Intermission = ValueFolder.Intermission local RoundTime = ValueFolder.RoundTime local CurrentMode = ValueFolder.CurrentMode local Players = game:GetService("Players") local PlayingTP = game.Workspace:WaitForChild("Playing") -- Make a Part Called PlayingTP in the Workspace local LobbyTP = game.Workspace:WaitForChild("LobbyTP") -- Make a Part Called LobbyTP in the Workspace local function ChangeMode(ModeValue) CurrentMode.Value = ModeValue end local function IntermissionChanged() if Intermission.Value <= 0 then ChangeMode(true) -- false = Intermission and true = Playing end end local function RoundTimeChanged() if RoundTimeChanged.Value <= 0 then ChangeMode(false) -- false = Intermission and true = Playing end end local function CurrentModeChanged() if CurrentMode.Value == true then for _, v in pairs(Players:GetPlayers()) do repeat wait() until v.Character -- wait until the character of the player has loaded local root = v.Character:WaitForChild("HumanoidRootPart") root.CFrame = PlayingTP.CFrame -- Teleport Each Players to the Playing Part end elseif CurrentMode.Value == false then for _, v in pairs(Players:GetPlayers()) do repeat wait() until v.Character -- wait until the character of the player has loaded local root = v.Character:WaitForChild("HumanoidRootPart") root.CFrame = LobbyTP.CFrame -- Teleport Each Players to the Lobby Part end end end RoundTime:GetPropertyChangedSignal("Value"):Connect(RoundTimeChanged) -- When the RoundTime value change. Intermission:GetPropertyChangedSignal("Value"):Connect(IntermissionChanged) -- When the Intermission value change. CurrentMode:GetPropertyChangedSignal("Value"):Connect(IntermissionChanged) -- When the CurrentMode value change. local function Round() while wait() do if CurrentMode.Value == false then if Intermission.Value >= 1 then Intermission.Value = Intermission.Value - 1 elseif CurrentMode.Value == true then if RoundTime.Value >= 1 then RoundTime.Value = RoundTime.Value - 1 end end end local function SetUp() local RoundTimeDefault = 100 local IntermissionDefault = 100 local IntermissionMode = false RoundTime.Value = RoundTimeDefault Intermission.Value = IntermissionDefault CurrentMode.Value = IntermissionMode Round() end spawn(SetUp)