GameMessage = game.Workspace.globalDisplay.GUIs.GameMessage.Frame.Message TeemoShroomCooldown = 25 PointsService = game:GetService("PointsService") wait(0.1) for i = 1,25 do print(""..TeemoShroomCooldown.." shrooms have been planted.") GameMessage.Text = ""..TeemoShroomCooldown.." - Intermission" _G.Display("GameMessage", 1) TeemoShroomCooldown = TeemoShroomCooldown - 1 end wait(0.1) GameMessage.Text = "Welcome to 3dsonicdx's Identity Thief!" _G.Display("GameMessage", 2.5) GameMessage.Text = "First we need to check if there are two players in the server or more.." _G.Display("GameMessage", 2.5) shrooms = game.Players:GetChildren() if #shrooms>=2 then wait(0.1) print(""..math.random(1,750000).." currently are out to hunt Teemo.") GameMessage.Text = "So, let's get our game started!" _G.Display("GameMessage", 2.5) ----- local junglecreeps = game.Players:GetChildren() local Teemo = junglecreeps[math.random(1, #junglecreeps)] wait(0.01) CaptainTeemoOnDuty = Instance.new("ObjectValue") CaptainTeemoOnDuty.Name = "Teemo" CaptainTeemoOnDuty.Parent = Teemo.Character wait(0.1) Swiftly = Teemo.Name wait(0.1) shrooms = game.Players:GetChildren() for i=1,#shrooms do YesSir = Instance.new("ObjectValue") YesSir.Name = "SurvivorsOfTeemo" YesSir.Parent = shrooms[i].Character wait(0.1) if shrooms[i].Character:findFirstChild("Teemo") and shrooms[i].Character:findFirstChild("SurvivorsOfTeemo") then shrooms[i].Character.SurvivorsOfTeemo:remove() wait(0.1) end end wait(0.1) GameMessage.Text = "All the game variables have been set up. The game has started!" _G.Display("GameMessage", 4) game.Workspace.TeemoData.PlayingTeemo.Value = true local spns=workspace:findFirstChild"Spawns":GetChildren() plrs=game.Players:GetChildren() for i=1,#plrs do SizeDoesntmeananything = Instance.new("StringValue") SizeDoesntmeananything.Name = "Identity" SizeDoesntmeananything.Value = plrs[i].Name SizeDoesntmeananything.Parent = plrs[i].Character BlindingDart = game.ReplicatedStorage.Playing:clone() BlindingDart.Parent = plrs[i].Character plrs[i].Character.Torso.CFrame=spns[math.random(1,#spns)].CFrame end local LoL=game.Players:GetChildren() for i=1,#LoL do if LoL[i].Character:findFirstChild("Teemo") then game.ReplicatedStorage:findFirstChild("ChooseClassThief"):Clone().Parent = LoL[i].PlayerGui end wait(1) LoD = game.Players:GetChildren() for i=1,#LoD do if LoD[i].Character:findFirstChild("SurvivorsOfTeemo") then game.ReplicatedStorage.PlayerKillCheck:clone().Parent = LoD[i].Character game.ReplicatedStorage:findFirstChild("ChooseClass"):Clone().Parent = LoD[i].PlayerGui end wait(10) for i, v in pairs (game.ReplicatedStorage.Neutral.FortifiedTown:GetChildren()) do v2 = v:Clone() v2.Parent = game.Workspace v2:MakeJoints() end GameMessage.Text = "The timer has started and NPCs have spawned. Good luck!" _G.Display("GameMessage", 5) game.Workspace.TeemoData.TeemoTime.Value = 300 game.Workspace.TeemoData.TeemoLives.Value = 3 timecheck = game.Workspace.globalDisplay.GUIs.GameMessage.Frame.Message worldendbutnotbyteemo = game.Players:GetChildren() wait(0.1) repeat wait(1) game.Workspace.TeemoData.TeemoTime.Value = game.Workspace.TeemoData.TeemoTime.Value - 1 if game.Workspace.TeemoData.PlayingTeemo.Value == false then break end until game.Workspace.TeemoData.TeemoTime.Value == 0 or not worldendbutnotbyteemo[i].Character:FindFirstChild("Teemo") --[[game.Workspace[(Swiftly)].Humanoid.Health <= 0 --]]or not worldendbutnotbyteemo[i].Character:FindFirstChild("SurvivorsOfTeemo") game.Workspace.TeemoData.PlayingTeemo.Value = false if game.Workspace.TeemoData.TeemoTime.Value == 0 or worldendbutnotbyteemo[i].Character:FindFirstChild("Teemo") == nil then print("Player Success.") wait(0.1) for i, v in pairs (game.Workspace:GetChildren()) do if v:findFirstChild("UnitStatus") then v:Destroy() end end GameMessage.Text = "There are still players on the map, so "..Swiftly.." has been defeated!" _G.Display("GameMessage", 5) if shrooms[i].Character:findFirstChild("SurvivorsOfTeemo") then shrooms[i].TeemoMid.PlayerVictories.Value = shrooms[i].TeemoMid.PlayerVictories.Value + 1 shrooms[i].TeemoMid.TeemoPoints.Value = shrooms[i].TeemoMid.TeemoPoints.Value + 5 wait(0.1) game:GetService("PointsService"):AwardPoints(shrooms[i].userId,1) GameMessage.Text = "All players alive have recieved 5 Teemo Points for their victory!" _G.Display("GameMessage", 5) worldendbutnotbyteemo[i].Character.Humanoid.Health = 0 end wait(0.1) script.Disabled = true wait(1) elseif worldendbutnotbyteemo[i].Character:FindFirstChild("SurvivorsOfTeemo") == nil then wait(0.1) for i, v in pairs (game.Workspace:GetChildren()) do if v:findFirstChild("UnitStatus") then v:Destroy() end end print("Teemo success.") GameMessage.Text = "All players have been wiped off the map, congratulations to "..Swiftly.." for killing everyone off!" _G.Display("GameMessage", 5) if shrooms[i]:findFirstChild("Teemo") then shrooms[i].TeemoMid.TeemoVictories.Value = shrooms[i].TeemoMid.TeemoVictories.Value + 1 shrooms[i].TeemoMid.TeemoPoints.Value = shrooms[i].TeemoMid.TeemoPoints.Value + 10 wait(0.1) GameMessage.Text = ""..Swiftly.." has recieved 10 Teemo Points for their victory!" _G.Display("GameMessage", 5) game:GetService("PointsService"):AwardPoints(shrooms[i].userId,1) worldendbutnotbyteemo[i].Character.Humanoid.Health = 0 end wait(0.1) script.Disabled = true wait(1) else wait(0.1) print("Code: "..math.random(1,1000)..". Activating countermeasure.") GameMessage.Text = "Someone has breached Teemo's authority, and we're fixing the game immediately." _G.Display("GameMessage", 5) for i, v in pairs (game.Workspace:GetChildren()) do if v:findFirstChild("UnitStatus") then v:Destroy() end end worldendbutnotbyteemo[i].Character.Humanoid.Health = 0 wait(0.1) script.Disabled = true wait(1) end end end else wait(0.1) GameMessage.Text = "This requires two players or more. Restarting the Intermission.." _G.Display("GameMessage", 5) wait(0.1) script.Destroy() ------------------------------- end
So far I have no clue why the script repeats itself constantly even when it's disabled. What happens is it restarts at a certain point in the script, specifically it restarts around "GameMessage.Text = "The timer has started and NPCs have spawned. Good luck!" Even when the script is disabled, and if I re-enable it as well, it's like they're running two different sections of the code at the same time.
GameMessage connects to a global function which spawns a GUI for a certain amount of seconds.
Also, I put teemo a lot. Teemo #1.