Ive made this game and it works perfectly with 1 player, but doesnt work with 2. it teleports 1 player into the map, after the 60 seconds is over it never comes back.
while true do local ranNum = math.random(1,1) wait(1) local hint = Instance.new('Hint', Workspace) hint.Text = "Intermission" wait(10) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "3" wait(1) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "2" wait(1) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "1" wait(1) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "Go!" wait(1) hint:Destroy() if ranNum == 1 then game.ServerStorage.Map1:Clone().Parent = game.Workspace for i, v in pairs(game.Players:GetPlayers()) do v.Character.Torso.CFrame = CFrame.new(Vector3.new(-8, 34.9, 47)) wait(60) game.Workspace.Map1:Destroy() end end game.Workspace.Map1:Destroy() end
This works perfectly with 1 person, im not sure why it goes wrong. Its inside a normal script.
You tried to wait(60) and :Destroy() the map for every player that is in the game. Try moving the wait(60) and :Destroy() to rite after the for loop.
while true do local ranNum = math.random(1,1) wait(1) local hint = Instance.new('Hint', Workspace) hint.Text = "Intermission" wait(10) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "3" wait(1) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "2" wait(1) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "1" wait(1) hint:Destroy() local hint = Instance.new('Hint', Workspace) hint.Text = "Go!" wait(1) hint:Destroy() if ranNum == 1 then game.ServerStorage.Map1:Clone().Parent = game.Workspace for i, v in pairs(game.Players:GetPlayers()) do v.Character.Torso.CFrame = CFrame.new(Vector3.new(-8, 34.9, 47)) end wait(60) game.Workspace.Map1:Destroy() end game.Workspace.Map1:Destroy() end