function createForcefieldLocal(tribute)
while _G.gamesOn == true do
wait(0.01)
if (Vector3.new(tribute.Character.Torso.Position.X, 5, tribute.Character.Torso.Position.Z) - Vector3.new(0, 5, 0)).magnitude >= forcefieldSize then
if tribute.Character.Torso:FindFirstChild("Hurt") == nil then
if tribute:FindFirstChild("Tribute") then
if tribute.Tribute.Value == true then
tribute.Character.Humanoid.PlatformStand = true
b = Instance.new("BodyPosition", tribute.Character.Torso)
b.D = 100000
b.position = Vector3.new(0, tribute.Character.Torso.Position.Y - 20, 0)
b.P = 100000
b.maxForce = Vector3.new(25000, 10000, 25000)
local scr1 = Game.Lighting.Hurt:clone()
local scr2 = Game.Lighting.UnPlatformStand:clone()
scr1.Parent = tribute.Character.Torso
scr2.Parent = tribute.Character.Torso
end
end
end
end
end
end
for k, v in pairs(Game.Players:GetPlayers()) do
coroutine.resume(coroutine.create(createForcefieldLocal), v)
end
Why wont that work? It's in a regular script. Assume that all the players have the 'Tribute' value as a child of them.

4 comments
Are you receiving any errors?
No... I would have put the output if i was..
It's terrible code in the first place, it really should be rewritten.
From what I see the code you have presented should work fine. It would have to be another part of your game that causes this to not work.