I made a basic round system and there is a part where it loads the map and after it does that it teleports you to the map. As soon as it got to line 42 of the code it gave me an error which was 'ServerScriptService.CS_ServerScriptService.CS_GameComponents.GameManager:42: bad argument #1 to 'new' (Vector3 expected, got nil)'.
Then I switched CFrame to Vector3 and I got this error on line 44 'ServerScriptService.CS_ServerScriptService.CS_GameComponents.GameManager:44: bad argument #3 to 'CFrame' (CFrame expected, got Vector3)', so then I switched it to CFrame instead of Vector3.
Suddenly, I got another error saying 'ServerScriptService.CS_ServerScriptService.CS_GameComponents.GameManager:44: bad argument #2 to '?' (Vector3 expected, got CFrame)'. It told me to change Vector3 to CFrame before, but now it want's me to change CFrame to Vector3.
I was wondering if anyone could help me find a solution to this mess, thanks!
Teleportation Code:
function teleportAllPlayers()
local mapSpawn = CFrame.new(mapClone.Spawns:GetChildren().Position)
for i, player in ipairs(game.Players:GetChildren()) do
player.Character.Torso.CFrame = mapSpawn + Vector3.new(0, i * 5, 0)
player.Playing.Value = 1
end
end
Round Script:
function playerNotification(changeText)
for _,v in pairs (game.Players:GetChildren()) do
local gameInterface = v.PlayerGui:FindFirstChild("GameInterface")
if gameInterface then
gameInterface.Frame.TextLabel.Text = changeText
end
end
end
function waitForPlayers()
while game.Players.NumPlayers < 2 do
playerNotification("You need 1 more player to start the round!")
wait(0)
end
end
function intermissionTimer()
if game.Players.NumPlayers >= 2 then
for countDown = 10, 0, -1 do
playerNotification("Intermission: " ..countDown)
wait(1)
end
end
end
function displayGamemode()
end
function mapSelection()
mapList = game.ReplicatedStorage.CS_ReplicatedStorage.CS_Maps.Maps:GetChildren()
randomMap = math.random(1, #mapList)
playerNotification("Choosing the map!")
wait(4)
mapChosen = mapList[randomMap]
playerNotification("The map is: " ..mapChosen.Name)
mapClone = mapChosen:Clone()
mapClone.Parent = game.Workspace
end
function teleportAllPlayers()
local mapSpawn = CFrame.new(mapClone.Spawns:GetChildren().Position)
for i, player in ipairs(game.Players:GetChildren()) do
player.Character.Torso.CFrame = mapSpawn + Vector3.new(0, i * 5, 0)
player.Playing.Value = 1
end
end
function startTimer()
for countDown = 3, 0, -1 do
playerNotification("Game begins in: " ..countDown)
wait(1)
end
end
function roundTimer()
for countDown = 20, 0, -1 do
playerNotification("Time left: " ..countDown)
wait(1)
end
end
function playersCurrentlyPlaying()
for i, player in ipairs(game.Players:GetChildren()) do
if player.Playing.Value == 1 then return true end
end
return false
end
function roundEnded()
playerNotification("The round has ended!")
end
function teleportAlivePlayers()
local mapSpawn = CFrame.new(workspace.CS_Workspace.CS_Lobby.Lobby.Spawns:GetChildren().Position)
for i, player in ipairs(game.Players:GetChildren()) do
player.Character.Torso.CFrame = mapSpawn + Vector3.new(0, i * 5, 0)
player.Playing.Value = 0
end
end
function mapDestroy()
if mapClone.Parent == game.Workspace then
mapClone:Destroy()
end
end
function showResults()
end
game:GetService('Players').PlayerAdded:connect(function(Player)
Player.CharacterAdded:connect(function(Character)
Character:FindFirstChild("Humanoid").Died:connect(function()
Player.Playing.Value = 0
end)
end)
local Playing = Instance.new("IntValue", Player)
Playing.Value = 0
Playing.Name = "Playing"
end)
while true do
waitForPlayers()
wait(0)
intermissionTimer()
wait(0)
displayGamemode()
wait(5)
mapSelection()
wait(5)
teleportAllPlayers()
wait(0)
startTimer()
wait(0)
roundTimer()
wait(0)
playersCurrentlyPlaying()
wait(0)
roundEnded()
wait(0)
teleportAlivePlayers()
wait(0)
mapDestroy()
wait(0)
showResults()
end
