Okay i'm making a game which has rounds. I scripted the round system but it only works with one player. How can I make this work when there are multiple players on the server. By work I mean make all the timers the same for every player whose in the game.
Here's my script:
game.Players.PlayerAdded:connect(function(player)
function intermission()
game.workspace.Music:Play()
GUI = player.PlayerGui:WaitForChild'Intermission'.Frame
NewsGUI = player.PlayerGui.NewsBar.Frame
NewsGUI.Visible = true
Second = GUI.Seconds
GUI.Visible = true
for i = 45,1, -1 do
Second.Text = i
wait(1)
if Second.Text == "1" then
map = game.Lighting:FindFirstChild("MAP1"):clone()
map.Parent = game.workspace
map:MakeJoints()
GUI.Seconds.Text = " "
GUI.Title.Text = "Loading Map"
wait(7)
player.Character.Torso.CFrame = CFrame.new(Vector3.new(967.119, 41.396, -391.16))
RoundBegin()
end
end
end
function RoundBegin()
GUI = player.PlayerGui:WaitForChild'Intermission'.Frame
GUI2 = player.PlayerGui:WaitForChild'StartRound'.Frame
GUI3 = player.PlayerGui:WaitForChild'RoundTime'.Frame
NewsGUI = player.PlayerGui.NewsBar.Frame
game.workspace.Music:Stop()
game.workspace.RoundMusic:Play()
Second2 = GUI2.BeginTime
Second3 = GUI3.TextLabel
GUI.Title.Text = "Intermission"
GUI.Visible = false
GUI2.Visible = true
NewsGUI.Visible = false
for i = 5,1, -1 do
Second2.Text = i
wait(1)
if Second2.Text == "1" then
GUI3.Visible = true
GUI2.Visible = false
game.Workspace.RoundMusic:Stop()
for i = 300,1, -1 do
Second3.Text = i
wait(1)
end
RoundEnd()
end
end
end
function RoundEnd()
GUI3 = player.PlayerGui:WaitForChild'RoundTime'.Frame
GUI4 = player.PlayerGui:WaitForChild'RoundEnd'.Frame
GUI3.Visible = false
GUI4.Visible = true
map:Destroy()
player.Character.Torso.CFrame = CFrame.new(Vector3.new(4, 4.938, -53.5))
wait(5)
GUI4.Visible = false
intermission()
end
intermission()
end)

2 comments
Okay i'll try it but I have one question if I take the game.Players.PlayerAdded:connect(function(player) out won't all the Player. part of the code be nil?
You would need to define player in the loop.