I don't know what is going on, but it's extremely annoying.

potentialSpawns = workspace.map.Spawns:GetChildren()
		game.Workspace.Variables.HeaderText.Value = "Game starting in 5 seconds..."
			for _, player in pairs(game.Players:GetPlayers()) do
   			 torso = player.Character:FindFirstChild("Torso")
   			 if torso then
					 player.TeamColor = BrickColor.new("Black")
           			 index = math.random(#potentialSpawns)
          			  -- give table.remove an index, and it gives you what WAS there
          			  -- and simultaneously removes it:
          			  randomSpawn = table.remove(potentialSpawns, index)
          			  -- since you can't repeat spawns, no need for that i*5
           			 torso.CFrame = CFrame.new(randomSpawn.Position + Vector3.new(0, 5, 0))
					 torso.Anchored = true
   				 end 
			end
			wait(5)
					
			for _, player in pairs(game.Players:GetPlayers()) do
				local plrwep = player.Equiped.Value
				local plrknife = game.ReplicatedStorage.Knives:FindFirstChild(plrwep)
				if plrknife then
					local knifetogive = plrknife:Clone()
					knifetogive.Parent = player.Backpack
				end
				torso = player.Character:FindFirstChild("Torso")
   			    if torso then
					torso.Anchored = false
				end
			end

What this does is pick out a random one of 8 spawns on the map (and makes sure that each spawn only gets one player), then it teleports the player there, waits 5 seconds, then unanchors their torso and gives them their weapon, however some weird issues are happening with this

This works fine in Simulation test, but when I try a client and server test, it doesn't work. All the players teleport on the server side, but on the client side, they're still in the lobby. Then, the time they get their weapons, everyone is in the lobby, both client and server side.

I don't know why this is happening, but some help would be very appreciated.

2 comments

0

What kind of script(s) are you using?

0

It's just a regular script in the Workspace