--I used the solution from 6 Years ago. But it seems not to work anymore. Please help
--The part where it meant to take the player to the map.
choosemap:Destroy()
for _,plr in pairs(game.Players:GetChildren()) do
if plr.Backpack:FindFirstChild("Sword") then
plr.Backpack.Sword:Destroy()
if plr.Backpack:FindFirstChild("Handgun")
then plr.Backpack.Handgun:Destroy()
for i,v in pairs(game.Players:GetPlayers()) do
v.Character:MoveTo(Vector3.new(game.Workspace.Spawns))
end
end
end
end
end
✓ ANSWER ACCEPTED
How can I make the player go to Lobby instead off falling out off the map and dying?
2 answers
✓ Accepted answer
There should be an end after line 08. Because in your script, it seems you used two if's without ending the first one.
--I used the solution from 6 Years ago. But it seems not to work anymore. Please help
--The part where it meant to take the player to the map.
choosemap:Destroy()
for _,plr in pairs(game.Players:GetChildren()) do
if plr.Backpack:FindFirstChild("Sword") then
plr.Backpack.Sword:Destroy()
end -- here!
if plr.Backpack:FindFirstChild("Handgun")
then plr.Backpack.Handgun:Destroy()
for i,v in pairs(game.Players:GetPlayers()) do
v.Character:MoveTo(Vector3.new(game.Workspace.Spawns))
end
end
end
end
end
2 comments
0
OOOOOOOOOH
0
I got rid of the "if" for handgun and added the end there. So would that work???"
Put a part and name it Tele2:
function onTouch(part)
if part.Parent.Humanoid ~=nil then
part.Parent:MoveTo(script.Parent.Parent.Tele1.Position)
script.Parent.Parent.Tele1.Script.Disabled = true
wait(2)
script.Parent.Parent.Tele1.Script.Disabled = false
end
end
script.Parent.Touched:connect(onTouch)
then create another and name it Tele1:
function onTouch(part)
if part.Parent.Humanoid ~=nil then
part.Parent:MoveTo(script.Parent.Parent.Tele2.Position)
script.Parent.Parent.Tele2.Script.Disabled = true
wait(2)
script.Parent.Parent.Tele2.Script.Disabled = false
end
end
script.Parent.Touched:connect(onTouch)
add your giver scripts and why is there a beginning indent
choosemap:Destroy()
for _,plr in pairs(game.Players:GetChildren()) do
This discussion is preserved as it was. New answers, comments, and votes are closed.

6 comments
Do you have a video of what's happening? What does the output log say?
I don't sorry. But It just wouldn't TP player like it would destroy map.
Without the output log I can't say anything conclusively. Maybe it's because some players don't have characters when the map is destroyed so the script shows an error?
It says this : 14:59:50.565 Loading Cutscene Editor... - Studio 14:59:51.231 Infinite yield possible on 'ServerScriptService:WaitForChild("Humanoid")' - Studio 14:59:51.232 Stack Begin - Studio 14:59:51.232 Script 'ServerScriptService.Fall+Rag Death', Line 98 - Studio - Fall+Rag Death:98 14:59:51.232 Stack End - Studio 14:59:55.683 Loading Cuts
Also, theres no error in the script.
@radiant_Light203