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Why is my teleport script not working?

Asked by
Zelnus 30
9 years ago

So I wanted to make a script so when there are more then 0 players (I will later make it higher then 0) the game will start and everyone will be teleported to this location:

local GameRunning = false

if game.Players.NumPlayers > 0 and not GameRunning then
    GameRunning = true
    game.Players:GetPlayers().Character.Torso.CFrame = game.Workspace.LivingRoom.CFrame
else
    GameRunning = false
end

2 answers

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1
Answered by 9 years ago
local GameRunning = false

while wait(1) do
    if game.Players.NumPlayers > 0 and (not GameRunning) then
        GameRunning = true
        for _,Player in pairs(game.Players:GetChildren()) do
            Player.Character.Torso.CFrame = game.Workspace.LivingRoom.CFrame
        end
    else
        GameRunning = false
    end
end

This just makes it so it is constantly checking to see if there are more than 0 players, and I've updated the teleport part as well.

I'd also recommend adding another debounce as well so that it doesn't constantly teleport the players.

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Answered by 9 years ago

I believe that tables don't have Characters.

Let's see here.

You are using GetChildren() incorrectly, if you read the article I provided you with, it says

Returns an array of the object's children.

Now, what is that?

An array is basically a Table. You are trying to get a Character of a Table!

So that is what's wrong!

Now, if you dig deeper into the article, you'll see an example of how to use GetChildren().

for index, child in pairs(workspace:GetChildren()) do
    print(index, child.Name)
end

That is called a Generic For Loop, which loops through tables, like GetChildren().

So by combining the knowledge we got with this answer, we can now properly use GetChildren!

local GameRunning = false

if game.Players.NumPlayers > 0 and not GameRunning then
    GameRunning = true
    for i,Player in pairs(game.Players:GetPlayers()) do --Generic For Loop
        Player.Character.Torso.CFrame = game.Workspace.LivingRoom.CFrame
    end
else
    GameRunning = false
end

Now, we fixed this problem, but there's another one, you're only checking once!

Say you wanted a game to start if there were more than 1 person, then you wrote this

if game.Players.NumPlayers > 1 then
    --blah blah
end

That would check, but it'll only check once. The number of players to start is supposed to be 2+, but if I join, the script will check once, and it'll finish, so that won't work!

so what we can do is hook it up to the PlayerAdded event!

game.Players.PlayerAdded:connect(function(plr)
    if game.Players.NumPlayers > 1 then
        --blah blah
    end
end)

And there you go! If you use my scripts, in the future, you'll see some problems, but that is for you to sort out!

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