I have seen many model regeneration scripts that go by time but this is not what I want. I want a script that regenerates the models when my lobby script restarts (the lobby script I am using detects when all players have died and then teleports them out of the lobby and into the game play area).
Lobby script:
local oldMessage = "" local minPlayers = 2 function teleportAllPlayers() local target = CFrame.new(workspace.TeleportTarget.Position) for i, player in ipairs(game.Players:GetChildren()) do player.Character.Torso.CFrame = target + Vector3.new(0, i * 5, 0) player.Playing.Value = 1 end end function message(message) if oldMessage ~= message then oldMessage = message print(message) 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 game:GetService('Players').PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(character) character:WaitForChild("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 wait(10) if #game.Players:getPlayers() >= minPlayers then if playersCurrentlyPlaying() then message("Waiting for the current game to end...") else message("There are enough players for a new game! Teleporting...") wait(1) teleportAllPlayers() end else message("Waiting for more players...") end end
Sorry if I goofed up while asking this question, this is my first time using this website.
Group all of the target models and call it "Models" Copy and paste this group into ServerStorage
function reset() workspace.Models:Destroy() game.ServerStorage.Models:Clone().Parent = workspace end (if statement regarding whether or not all players have died) then reset() end