I already posted a question about this, but I think I should do a better job at explaining what I'm trying to do. I am making a script that increases the difficulty depending on how many survived the round. I am doing this by checking if the "survived" stat is over 60, which is how long a round takes. But for some reason, the game always thinks the value is 0. Here is the code:
function difficultyincrease() local players = game.Players:GetChildren() for i = 1, #players do local player = players[i] if player.leaderstats.Survived.Value > 10 then print(player.Name) else print(player.leaderstats.Survived.Value) end end end
In the code, I changed the minimum value to 10 and replaced the difficulty increase code with debug code (print), so that I could see what the error was. Here is the entire script if it's needed:
local map = script.Parent local backup = map:Clone() local difficulty = game.Workspace.Difficulty local teleport = Vector3.new(0,4,0) function difficultyincrease() local players = game.Players:GetChildren() for i = 1, #players do local player = players[i] if player.leaderstats.Survived.Value > 10 then print(player.Name) else print(player.leaderstats.Survived.Value) end end end wait(60) map = script.Parent map:Destroy() map = backup:Clone() map.Parent = game.Workspace wait(0.5) local plrs = game.Players:GetChildren() for i = 1, #plrs do local plr = plrs[i] local stats = plr:WaitForChild("leaderstats") local humanoidrootpart = plr.Character:FindFirstChild("HumanoidRootPart") humanoidrootpart.CFrame = CFrame.new(teleport) teleport = teleport + Vector3.new(0,11,0) end difficultyincrease()