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

1 comment
I do know that, but I need to make sure that everyone that is in game.Workspace.numberofplayers.Value is alive.