repeat wait() until workspace.Values.Classic.Value == true --Waiting until the round starts for i,z in pairs (_G.Playing) do --Getting the table if z.Character.Humanoid then -- checking to make sure 'z' is a character z.Character.Humanoid.Died:connect(function(player) -- start if a character dies print(z.Character.Name..' has died') -- just saying the the character died table.remove(_G.Playing, i) -- not removing the player from the table? print(i,z)-- print the table to know that it removed.. end) else return error('No player found in the table _G.Playing!') --ignore this this isnt a problem end end
I basically explained it in the table but this script is SUPPOSE to wait until a character died from the table _G.Playing then removes it so that another script can verify id the table only has 1 player, and yes i inserted the player into the table not the player's name..
Your script is a working script my friend, I added a while true loop after this and made it print all the values in _G.Playing, when I first spawned in it was printing my name, when I died it no longer was printing my name. If you are looking for confirmation of this then run the following code in studio!
game.Players:WaitForChild("Player1") _G.Playing = { game.Players.Player1 } for i,z in pairs (_G.Playing) do --Getting the table if z.Character.Humanoid then -- checking to make sure 'z' is a character z.Character.Humanoid.Died:connect(function(player) -- start if a character dies print(z.Character.Name..' has died') -- just saying the the character died table.remove(_G.Playing, i) -- not removing the player from the table? print(i,z)-- print the table to know that it removed.. end) else return error('No player found in the table _G.Playing!') --ignore this this isnt a problem end end coroutine.resume(coroutine.create((function() while wait() do for i,v in pairs(_G.Playing) do print(v.Name) end end end)))