Hi everyone, I've been working on a script for the past few days for a new minigame place I'm making and I'm at a dead end. I've decided instead of displaying hints at the top of the screen I'd like to display GUIs. Here is a part of the script I'm working with;
if game.Players.NumPlayers > 1 then
h.Text = "Deciding what game to play..."
wait(3)
ranGame = math.random(1, #minigames)
gameChosen = minigames[ranGame]
h.Text = "Minigame chosen: " .. gameChosen.Name
wait(3)
gameChosenClone = gameChosen:Clone()
gameChosenClone.Parent = game.Workspace
wait(3)
--Teleporting people to map
spawns = gameChosenClone.Spawns:GetChildren()
for i,v in pairs(game.Players:GetPlayers()) do
name = v.Name
check = game.Workspace:FindFirstChild(name)
if check then
checkHumanoid = check:FindFirstChild("Humanoid")
if checkHumanoid then
v.Character:MoveTo(spawns[i].Position)
v.InGame.Value = true
end
end
end
The hints are of course lines starting with "h.Text =". Instead of using hints, can I save GUIs into StarterGUI, Lighting, or Replicated Storage that will display times remaining and such when this script (main script) calls for it? Would I have to script each GUI ( or just one ) separately to display these values as well and if so would it be similar to how it is done here or not? Thanks.
More hints I plan on replacing;
for i = 3, 0, -1 do
h.Text = "Game begins in: " .. i
wait(1)
for i = time, 1, -1 do
h.Text = "Time left: " .. i
removePlate()
h.Text = "Game over!"
wait(3)
h.Text = "Giving points to the winners..."
