Basically, in my code, when someone dies during the round, they don't get respawned to the lobby. Here is my code:
-- Define variables
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local MapsFolder = ServerStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local GameLength = 110
local reward = 25
-- Game loop
while true do
Status.Value = "Waiting for enough players"
repeat wait(1) until game.Players.NumPlayers >= 2
Status.Value = "Get Ready..."
wait(8)
Status.Value = "Intermission"
wait(10)
local plrs = {}
for i, player in pairs(game.Players:GetPlayers()) do
if player then
table.insert(plrs,player) -- Add each player into plrs table
end
end
wait(2)
local AvailbleMaps = MapsFolder:GetChildren()
local ChosenMap = AvailbleMaps[math.random(#AvailbleMaps)]
Status.Value = ChosenMap.Name.." Chosen"
wait(3)
local ClonedMap = ChosenMap:Clone()
ClonedMap.Parent = workspace
-- Teleport players to the map
local SpawnPoints = ClonedMap:FindFirstChild("SpawnPoints")
if not SpawnPoints then
print("SpawnPoints not found!")
end
local AvailbleSpawnPoints = SpawnPoints:GetChildren()
for i, player in pairs(plrs) do
if player then
character = player.Character
if character then
-- Teleport them
character:FindFirstChild("HumanoidRootPart").CFrame = AvailbleSpawnPoints[1].CFrame + Vector3.new(0,10,0)
table.remove(AvailbleSpawnPoints,1)
-- Give them a Hyperlaser Gun
local HyperlaserGun = ServerStorage.HyperlaserGun:Clone()
HyperlaserGun.Parent = player.Backpack
local GameTag = Instance.new("BoolValue")
GameTag.Name = "GameTag"
GameTag.Parent = player.Character
else
-- There is no character
if not player then
table.remove(plrs,i)
end
end
end
end
Status.Value = "Get ready to play!"
wait(2)
for i = GameLength,0,-1 do
for x, player in pairs(plrs) do
if player then
character = player.Character
if not character then
-- Left the game
character.GameTag:Destroy()
else
if character:FindFirstChild("GameTag") then
-- They are still alive
print(player.Name.." is still alive")
else
-- They are dead
table.remove(plrs,x)
print(player.Name.." has been removed")
end
end
else
table.remove(plrs,x)
print(player.Name.." has been removed")
end
end
Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players alive"
if #plrs == 1 then
-- Last person standing
Status.Value = "The winner is "..plrs[1].Name
plrs[1].leaderstats.LaserBucks.Value = plrs[1].leaderstats.LaserBucks.Value + reward
break
elseif #plrs == 0 then
Status.Value = "No one survived!"
break
elseif i == 0 then
Status.Value = "Time is up!"
break
end
wait(1)
end
print("End of game")
for i, player in pairs(game.Players:GetPlayers()) do
character = player.Character
if not character then
-- Ignore them
else
if character:FindFirstChild("GameTag") then
character.GameTag:Destroy()
end
if player.Backpack:FindFirstChild("HyperlaserGun") then
player.Backpack.HyperlaserGun:Destroy()
end
if character:FindFirstChild("HyperlaserGun") then
character.HyperlaserGun:Destroy()
end
end
player:LoadCharacter()
end
ClonedMap:Destroy()
Status.Value = "Round ended"
wait(2)
end
Here is the part where the script recognizes that someone died during the game:
for i = GameLength,0,-1 do
for x, player in pairs(plrs) do
if player then
character = player.Character
if not character then
-- Left the game
character.GameTag:Destroy()
else
if character:FindFirstChild("GameTag") then
-- They are still alive
print(player.Name.." is still alive")
else
-- They are dead
table.remove(plrs,x)
print(player.Name.." has been removed")
end
end
else
table.remove(plrs,x)
print(player.Name.." has been removed")
end
end
An early thanks to all.

1 comment
I HIGHLY recommend using teams for this usecase, it will make your life a lot easier.