So recently I've been working on this game called LAVA RISE, which is pretty much obvious.
I've made this framework script that works; but its only localplayer.
This is my script.
while true do
wait(1)
m=script.Parent
s=script.Parent.Parent.TextLabel2
for i=30,1,-1 do
game.Lighting.Values.CountdownValue.Value = i
s.Text = "INTERMISSION"
m.Text=game.Lighting.Values.CountdownValue.Value
wait(1)
end
s.Text = "Round starting.."
m.Text="Map: Classic"
wait(5)
local players = game.Players:GetChildren()
for i = 1,#players do
local map = game.Lighting.Maps.Map1
local extras = map.Extras
local spwn = extras.Spawn
local lava = extras.Lava
local plrval = Instance.new("StringValue", game.ReplicatedStorage.Players)
plrval.Name = players[i].Name
game.Workspace:FindFirstChild(players[i].Name):MoveTo(spwn.Position)
lava.Script1.Disabled = false
lava.Script2.Disabled = false
end
game.Lighting.Maps.Map1:Clone().Parent = game.Workspace
script.Parent.Parent.InProgressMusic:Play()
for i=120,1,-1 do
game.Lighting.Values.CountdownValue.Value = i
s.Text = "Game in progress."
m.Text=game.Lighting.Values.CountdownValue.Value
wait(1)
end
s.Text = "Round ended."
script.Parent.Parent.InProgressMusic:Stop()
game.Workspace.Map1:Destroy()
game.ReplicatedStorage.Players:ClearAllChildren()
wait(10)
end
Very beginner but since there's only one map I really don't care.
I need help on this as I want to get this bug fixed asap.
thanks.
Example of this:
-- 1 player joins a game, works just fine -- another player joins a game during the round -- it teleports everybody to the spawn since the server script is local w/ intermission and text stuff. -- creates another map in a map
