I am making a fairly large game called "Juggernaut", but I have a bug that the "main algorithm", the part that runs when people get teleported to the map and they actually play. They do get teleported to map and get weapons like how I coded it, but the thing is when someone dies nothing happens, and they just spawn in the lobby, and one part works, when they die they do get a boolean variable named "alive" set to false, but the code doesn't react to that. Here's my "main game" code:~~~~~~~~~~~~~~~~~ for y=1, 600 do
wait(1) Workspace.numberofplayers.Value = 0 for _, v in pairs(game.Players:GetChildren()) do repeat wait() until v.Character~=nil and v~=nil if v.alive.Value == true then Workspace.numberofplayers.Value = Workspace.numberofplayers.Value + 1 end end while game.Players.NumPlayers < 2 or game.Workspace.numberofplayers.Value < 2 do b = true end if Workspace.numberofplayers.Value == 1 then for _,v in pairs(game.Players:GetChildren()) do if v~=nil and v.Character~=nil then if v.alive.Value == true then b = true local msg3 = Instance.new("Message", game.Workspace) msg3.Text=v.Name .. " has won!" wait(5) msg3:remove() for _, v in pairs(game.Players:GetChildren()) do v.Character:BreakJoints() end break end end if b == true then break end i = i + 1 end if b == true then break end end if b == true then break end
end ~~~~~~~~~~~~~~~~~
Instead of creating your own variable for the number of players use..
game.Players.NumPlayers