I already made a script for my game, but people have been saying they want more maps in it. Is there anyway I can add maps to my games with this script (same question I asked before):
local checkpoint1 = game.Workspace.Checkpoint1 local checkpoint2 = game.Workspace.Checkpoint2 local checkpoint3 = game.Workspace.Checkpoint3 local redLight = game.Workspace.StartLight.RedModel.LightBulb.PointLight local yellowLight = game.Workspace.StartLight.YellowModel.LightBulb.PointLight local greenLight = game.Workspace.StartLight.GreenModel.LightBulb.PointLight local startBarrier = game.Workspace.StartBarrier local raceInProgress = false local lobbySpawn = game.Workspace.LobbySpawn local trackSpawn = game.Workspace.TrackSpawn local minimumPlayers = 2 function destroyCars() for _, object in pairs(game.Workspace:GetChildren()) do print(object.Name) if object.Name == "RaceCar" then print("This is the RC. Destroy it!") object:Destroy() end end end function createCars() for _, object in pairs(game.ServerStorage:GetChildren()) do local carCopy = object:Clone() carCopy.Parent = game.Workspace carCopy:MakeJoints() end end function showVictoryMessage(playerName) local message = Instance.new("Message") message.Text = playerName .. " has won!" message.Parent = game.Workspace wait(2) message:Destroy() end function checkpoint1hit(otherPart) print("Checkpoint 1") print(otherPart.Name) if otherPart ~= nil and otherPart.Parent ~= nil and otherPart.Parent:FindFirstChild("Humanoid") then print("Someone hit me!") if not checkpoint1:FindFirstChild(otherPart.Parent.Name) then local playerTag = Instance.new("StringValue") playerTag.Parent = checkpoint1 playerTag.Name = otherPart.Parent.Name end if checkpoint3:FindFirstChild(otherPart.Parent.Name) and raceInProgress then print("Player wins!") raceInProgress = false showVictoryMessage(otherPart.Parent.Name) end end end function checkpoint2hit(otherPart) print("Checkpoint 2") print(otherPart.Name) if otherPart ~= nil and otherPart.Parent ~= nil and otherPart.Parent:FindFirstChild("Humanoid") then print("Someone hit me!") if not checkpoint2:FindFirstChild(otherPart.Parent.Name) and checkpoint1:FindFirstChild(otherPart.Parent.Name) then local playerTag = Instance.new("StringValue") playerTag.Parent = checkpoint2 playerTag.Name = otherPart.Parent.Name end end end function checkpoint3hit(otherPart) print("Checkpoint 3") print(otherPart.Name) if otherPart ~= nil and otherPart.Parent ~= nil and otherPart.Parent:FindFirstChild("Humanoid") then print("Someone hit me!") if not checkpoint3:FindFirstChild(otherPart.Parent.Name) and checkpoint2:FindFirstChild(otherPart.Parent.Name) then local playerTag = Instance.new("StringValue") playerTag.Parent = checkpoint3 playerTag.Name = otherPart.Parent.Name end end end checkpoint1.Touched:connect(checkpoint1hit) checkpoint2.Touched:connect(checkpoint2hit) checkpoint3.Touched:connect(checkpoint3hit) function startLightCycle() redLight.Enabled = true wait(1) redLight.Enabled = false yellowLight.Enabled = true wait(1) yellowLight.Enabled = false greenLight.Enabled = true end function removeBarrier() startBarrier.Transparency = 1 startBarrier.CanCollide = false end function resetLights() redLight.Enabled = false yellowLight.Enabled = false greenLight.Enabled = false end function resetBarrier() startBarrier.Transparency = .5 startBarrier.CanCollide = true end function clearCheckpoint(checkpoint) for _, object in pairs(checkpoint:GetChildren()) do if object.Name ~= "TouchInterest" then object:Destroy() end end end function teleportPlayers(target) for _, player in pairs(game.Players:GetChildren()) do while player.Character == nil do wait() end local character = player.Character local torso = character:WaitForChild("Torso") torso.CFrame = target.CFrame end end wait(10) while true do -- wait for enough players before we start the game while game.Players.NumPlayers < minimumPlayers do wait() end -- setup racetrack -- turn off all lights resetLights() -- reset barrier resetBarrier() -- create all cars createCars() -- clear all checkpoints clearCheckpoint(checkpoint1) clearCheckpoint(checkpoint2) clearCheckpoint(checkpoint3) -- teleport all players to the racetrack teleportPlayers(trackSpawn) wait(5) -- start race -- start light cycle startLightCycle() -- remove barrier removeBarrier() raceInProgress = true -- wait for race to finish while raceInProgress == true do wait() end wait(2) -- delete all cars destroyCars() wait(2) -- teleport all players to the lobby teleportPlayers(lobbySpawn) wait(10) end
Also I on the victory message, how do I add designs to it. Like instead of plain names and shaded background, it has like a border and trophy and other things, like other racing games.
Judging by lines 1-13, the code is only designed for one pre built map already located in the workspace. After a race ends, though, you could clone a new map and re-define the variables to work with the new map.
The victory message could be changed by showing a GUI to every in showVictoryMessage() on line 36.
Make a master script that picks the map and judging by the map enables/disables different scripts such as this one.
Also, for the Victory Message, use a custom GUI instead of the built-in message system. It is much more creative and looks better. To add in a trophy use an ImageLabel.