So i recently made a CTF game with the help of CTF template of roblox studio. into the game i added many scripts like map changing and Admin commands. for some reason after i updated the game and try to play it on online. the intermission doesnt take place and the GUI which displays the timer, score and all that isnt there. there is nothing wrong. as soon as i added my second map into the game. they all disappeared. they appear in studio but dont in online. by default the displaymanager script is a local one. my map changing script doesnt interfere with the other scripts either. though there is an intermission, the gui, the effect and the blur arent there.
this is my map changing script
`while true do
wait(20)--intermission
maps = game.ServerStorage.Maps:GetChildren()
map = maps[math.random(1, #maps)]
map:Clone().Parent = game.Workspace
for _,player in pairs(game.Players:GetPlayers()) do
if player.Character then
spawns = map.Spawns:GetChildren()
player.Character:MoveTo(spawns[math.random(1, #spawns)].Position)
end
end
wait(310)
for i,player in pairs(game.Players:GetPlayers()) do
if player.Character then
player.Character.Head:remove()
end
end
end~~~~~~~~~~~~~~~~~
>
>
and this is the displayscript, which works in studio but not online. this is a local script. this further contains TimerManager and Notification manager
`
local RunService = game:GetService('RunService')
-- Game Services
local NotificationManager = require(script.NotificationManager)
local TimerManager = require(script.TimerManager)
-- Local Variables
local Events = game.ReplicatedStorage.Events
local DisplayIntermission = Events.DisplayIntermission
local Camera = game.Workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local ScreenGui = script.ScreenGui
local InIntermission = false
-- Initialization
game.StarterGui.ResetPlayerGuiOnSpawn = false
ScreenGui.Parent = Player.PlayerGui
-- Local Functions
local function StartIntermission()
-- Find flag to circle. Default to circle center of map
local possiblePoints = {}
table.insert(possiblePoints, Vector3.new(0,50,0))
for _, child in ipairs(game.Workspace:GetChildren()) do
if child.Name == "FlagStand" then
table.insert(possiblePoints, child.FlagStand.Position)
end
end
local focalPoint = possiblePoints[math.random(#possiblePoints)]
Camera.CameraType = Enum.CameraType.Scriptable
Camera.Focus = CFrame.new(focalPoint)
local angle = 0
game.Lighting.Blur.Enabled = true
RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function()
local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle))
Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint)
angle = angle + math.rad(.25)
end)
end
local function StopIntermission()
game.Lighting.Blur.Enabled = false
RunService:UnbindFromRenderStep('IntermissionRotate')
Camera.CameraType = Enum.CameraType.Custom
end
local function OnDisplayIntermission(display)
if display and not InIntermission then
InIntermission = true
StartIntermission()
end
if not display and InIntermission then
InIntermission = false
StopIntermission()
end
end
-- Event Bindings
DisplayIntermission.OnClientEvent:connect(OnDisplayIntermission)

2 comments
dont bother those lines.....
its not displaymanager...its display script, i forgot that when typing the question