Sorry I put it in CodeBlock this time.
--List of Map Selections local maps = ("DownwardSpiral") local boardbasic = game.ServerStorage["HoverBoardBasic"] local STGUI = game.StarterGui.SystemGUI.Frame.Label --Message and Map Randomizer DownwardSpiral = game.Lighting.maps.DownwardSpiral --Timer-- local timer = game.ReplicatedStorage["Time"] --Main Game Script-- while true do STGUI.Text = "Loading..." print("Loaded") wait(5) game.workspace.IntermissionMusic:Play() STGUI.Text = "Intermission-"..timer.Value print("Displayed") wait(60) game.workspace.IntermissionMusic:Stop() end
I'm creating a countdown timer for my game, and I don't want to write 122 lines of useless messaging code. I'm using a StringValue in the ServerScriptStorage and I set it to a number. I'm trying to make it display on the GUI counting down. It displays, but any method I tried didn't make it countdown. Here is my progress system for the game, and I write it as I go. My question is what code should I use to make it count down, and where to put it? Should I put it in a separate script or in the main?
I would use an IntValue instead, because then you can perform math on the value. Like so:
timer = game.ReplicatedStorage.IntValue --your intvalue for the timer while timer.value > 0 do -- will repeat as long as timer is greater than 0 GUItimer.Text = "Intermission: "..timer.Value -- changes the timer gui timer.Value = timer.Value -1 -- changed the timer value wait(1) -- waits 1 second end
View the hierarchy here. The actual GUI size, color, etc. can be anything you like. Also, the name of the scripts don't matter, so they can be anything you want.
Make sure you have FilteringEnabled set to true.
"ServerScript"
local timeValue = game.ReplicatedStorage:WaitForChild("Timer") local timerActive = false -- YOUR CODE HERE (MOST LIKELY RANDOM FUNCTIONS, ETC.) -- while true do -- Infinite loop -- YOUR CODE HERE (PRE-TIMER) -- timerActive = true timeValue.Value = 60 -- The time it starts with. while timerActive do wait(1) timeValue.Value = timeValue.Value - 1 if timeValue.Value <= 0 then -- Can also check for other conditions timerActive = false -- Stop the loop end end timeValue.Value = -1 -- Clears the client-side timer to just "--:--" wait(3) -- Mostly for debugging so the "--:--" can be seen before being reset. -- YOUR CODE HERE (POST-TIMER) -- end
"LocalGui"
local gui = script.Parent local label = gui:WaitForChild("Background"):WaitForChild("TimerLabel") local timeValue = game.ReplicatedStorage:WaitForChild("Timer") function formatTime(input) local output if type(input) ~= "number" or input < 0 then -- Makes sure it's a number, OR if it's a number and it's a negative number. output = "--:--" else local formatString = "%i:%.2i" -- This is just a formatting string. local seconds = math.floor(input % 60) -- input % (modulo) 60 gets the remainder of the division of input and 60. Ex: input = 65; 65 % 60 is 5 local minutes = math.floor(input / 60) -- math.floor rounds numbers down towards negative infinity. Just in case input / 60 is a decimal, it becomes a whole number. output = formatString:format(minutes, seconds) -- The "%.2i" in the formatting string adds leading zeros if the number is less than 10. No conditional if statements needed! end return output end timeValue.Changed:connect(function() local timeString = formatTime(timeValue.Value) if timeString then label.Text = timeString end end) -- YOUR CODE HERE --
The -- YOUR CODE HERE --
is where your code should go.
I hope this helped. If you have any questions, feel free to contact me or just post a comment on this answer.
I also noticed that you created a table incorrectly on your first line. It should be curly braces ({}
), not parenthesis (()
).
Marked as Duplicate by TheeDeathCaster and BlueTaslem
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