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I have an issue, once the players teleport..?

Asked by 3 years ago

The maps still loading in so the players just fall under the map. Heres the script.

local minigameModule = {
    gameRunning = false,
    playersAlive = {},
    currentMap = nil
}

local waitForChild = game.WaitForChild
local findFirstChild = game.FindFirstChild

-- Modules

local settingsModule = require(waitForChild(script, "Settings"))
local onWin = (function()
    local onWinModule = findFirstChild(script, "OnWin")

    if onWinModule then
        local onWinFunction = require(onWinModule)

        if type(onWinFunction) == "function" then
            return onWinFunction
        end
    end
end)()

local remoteEvent = waitForChild(game:GetService("ReplicatedStorage"), "Event")
local mapsStorage = waitForChild(game:GetService("Lighting"), "Maps"):GetChildren()
local Maps = waitForChild(game:GetService("Lighting"), "Maps"):GetChildren()

local playersService = game:GetService("Players")

function minigameModule.isPotentialGame()
    return playersService.NumPlayers >= settingsModule.minimumPlayers 
end

function minigameModule:chooseMap()
    local randomnum = math.random(1,10)
    local chosenMap = mapsStorage[randomnum]:Clone()
    if findFirstChild(chosenMap, "Spawns") then
        chosenMap.Parent = workspace
        chosenMap:MakeJoints()
        self.currentMap = chosenMap
        return chosenMap
    end
end

function minigameModule:spawnPlayers()
    local playersAlive = self.playersAlive
    local spawns = self.currentMap.Spawns:GetChildren()
    for index = 1, #playersAlive do
        local playerData = playersAlive[index]
        playerData.playerHumanoidRoot.CFrame = spawns[math.random(#spawns)].CFrame
    end
end

function minigameModule:runIntermission()
    if settingsModule.intermissionTime > 0 then
        for currentTime = math.floor(settingsModule.intermissionTime), 0, -1 do
            remoteEvent:FireAllClients("Timer", currentTime)
            wait(1)
        end
    end
    remoteEvent:FireAllClients("CeaseGUIs")
end

function minigameModule:getAlivePlayers()
    local playersAlive = {}
    for index, currentPlayer in next, playersService:GetPlayers() do
        local playerCharacter = currentPlayer.Character
        if playerCharacter then
            local playerHumanoidRoot = findFirstChild(playerCharacter, "HumanoidRootPart")
            local playerHumanoid = findFirstChild(playerCharacter, "Humanoid")
            if playerHumanoid and playerHumanoidRoot then
                table.insert(playersAlive, {
                    player = currentPlayer,
                    playerHumanoid = playerHumanoid,
                    playerHumanoidRoot = playerHumanoidRoot
                })
            end
        end
    end
    return playersAlive
end

function minigameModule:isLegalGame()
    if #self:getAlivePlayers() >= settingsModule.minimumPlayers then
        return true
    end
end

function minigameModule:queryGameStart()
    if self.gameRunning then
        return
    elseif self.isPotentialGame() then
        self.gameRunning = true
        remoteEvent:FireAllClients("CeaseGUIs")
        self:runIntermission()

        if self:isLegalGame() then
            if settingsModule.roundDuration > 0 then

                local lastMap = 0

                local currentMap = self:chooseMap()
                local mapWeapons = findFirstChild(currentMap, "Weapons")
                local playersAlive = self:getAlivePlayers()
                self.playersAlive = playersAlive

                for index = 1, #playersAlive do
                    local currentPlayer = playersAlive[index]
                    local backpack = findFirstChild(currentPlayer.player, "Backpack")

                    if backpack and mapWeapons then
                        for index, weapon in next, mapWeapons:GetChildren() do
                            weapon:Clone().Parent = backpack
                        end
                    end

                    local connection
                    connection = currentPlayer.playerHumanoid.Died:connect(function()
                        connection:disconnect()
                        table.remove(playersAlive, index)
                        if #playersAlive < 2 then
                            local winner = playersAlive[1]
                            if winner then
                                self:endGame(winner.player.Name .. " has won!", winner.player)
                            else
                                self:endGame("Times up! Nobody has won.")
                            end
                        end
                    end)
                end

                if mapWeapons then
                    mapWeapons:Destroy()
                end

                self:spawnPlayers()     

                remoteEvent:FireAllClients("Message", currentMap.Name .. " was chosen!", 5)

                for currentTime = settingsModule.roundDuration, 0, -1 do
                    if not self.gameRunning then
                        return
                    end
                    remoteEvent:FireAllClients("Timer", currentTime)
                    wait(1)
                end
                self:endGame("The timer ran out! No one has won.")
            end

        else
            self:endGame("Not enough players alive to begin the round!")
        end
    else
        local remainingPlayers = settingsModule.minimumPlayers - playersService.NumPlayers
        remoteEvent:FireAllClients("Message", "Waiting for " .. remainingPlayers .. " player" .. (remainingPlayers > 1 and "s" or "") .. " to join.")
    end
end

function minigameModule:endGame(outputMessage, winner)
    if self.gameRunning then

        self.gameRunning = false
        self.currentMap:Destroy()
        self.currentMap = nil

        if winner and onWin then
            onWin(winner)
        end

        for index, player in next, playersService:GetPlayers() do
            player:LoadCharacter()
        end

        wait(1)

        remoteEvent:FireAllClients("Message", outputMessage, 5)

        wait(5)

        self:queryGameStart()
    end
end

function minigameModule:removePlayer(player)
    if self.gameRunning then
        for index = 1, #self.playersAlive do
            if self.playersAlive[index].player == player then
                table.remove(self.playersAlive, index)
                if #self.playersAlive <= 1 then
                    self:endGame("Not enough players to continue the game.")
                end
                break
            end
        end 
    end
end

playersService.PlayerAdded:connect(function()
    minigameModule:queryGameStart()
end)

playersService.PlayerRemoving:connect(function(player)
    minigameModule:removePlayer(player)
end)

1 answer

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0
Answered by 3 years ago

Hi just add a wait to make the map load:

function minigameModule:chooseMap()
    local randomnum = math.random(1,10)
    local chosenMap = mapsStorage[randomnum]:Clone()
    if findFirstChild(chosenMap, "Spawns") then
        chosenMap.Parent = workspace
        chosenMap:MakeJoints()
        self.currentMap = chosenMap
        wait(20)
        return chosenMap
    end
end

Hope this helped!

Any questions? Just ask!

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