local Players = game:GetService("Players")
local SpawnLocations = workspace.SpawnLocations
local requiredPlayers = 15
local i = 1

Players.CharacterAutoLoads = false

Players.PlayerAdded:Connect(function(Player)
    Player.RespawnLocation = SpawnLocations[i] -- Assign new Player to a Spawn
    i = i + 1
    Player:LoadCharacter()
end)

local event = game.ReplicatedStorage.RemoteEvent
event.Name = "playercountGUI"
event.Parent = game.Workspace

while i ~= requiredPlayers do
	event.OnServerEvent:connect(function()	
	
	end)
end


while i ~= requiredPlayers do
	local screenGui = Instance.new("ScreenGui")
	screenGui.Parent = script.Parent
	local textLabel = Instance.new("TextLabel")
	textLabel.Parent = screenGui
	textLabel.Position = UDim2.new(0, 495, 0, 25)
	textLabel.Size = UDim2.new(0, 150, 0, 50)
	textLabel.BackgroundColor3 = BrickColor.Black().Color
	textLabel.BackgroundTransparency = 0.5
	textLabel.Font = Enum.Font.ArialBold
	textLabel.Fontsize = Enum.FontSize.Size18
	textLabel.Text = "Players: " .. i
	textLabel.TextColor3 = BrickColor.White().Color
end

The first part of code defines the event, while the second part of the code is the event I have coded.

My issue is I have absolutely NO IDEA how to transfer the variable i between the event and the code.

Please help. (This is also my first time creating a RemoteEvent.)

6 comments

0

Is this the entirety of the code, on both clientside and server-side? i is never defined, here.

0

No, but I can post everything.

0

Posted the whole code

0

At no point during this code are you firing the event. You have created it but you're not activating it.

0

I'm unsure how to activate it.

0

I may be a little late, but to fire the event to the server, use :FireServer() on the LocalScript