local replicatedstorage = game:GetService('ReplicatedStorage')
local status = replicatedstorage:WaitForChild('StatusValue')
local mapstorage = game.Workspace:WaitForChild('mapStorage')
while true do
while game.Players.NumPlayers < 2 do -- #2 means how many players you want for the game to start.
status.Value = "2 or more players are required to begin!"
repeat wait(2) until game.Players.NumPlayers >= 2 -- #2 means how many players you want for the game to start.
end
for i = 30,0,-1 do -- you can adjust the #90 to how long you want to intermission to last.
status.Value = "Intermission... "..i
wait(1)
end
_G.gameplayers = {}
for i, v in pairs(game.Players:GetPlayers()) do
if v then
table.insert(_G.gameplayers, v.Name)
end
end
local mapsinserverstorage = game:GetService('ServerStorage'):GetChildren() -- Make sure that your maps are in serverstorage. If you have more than just maps in serverstorage, the script might actually choose that.
local chosenmap = mapsinserverstorage[math.random(1, #mapsinserverstorage)]
chosenmap:Clone().Parent = mapstorage
wait(1)
status.Value = "Map chosen: "..chosenmap.Name
wait(3)
status.Value = "Get ready to be teleported!"
wait(5)
local spawns = chosenmap:WaitForChild('Spawns'):GetChildren()
for _, player in pairs (game.Players:GetPlayers()) do
if player and #spawns > 0 then
local Torso = player.Character:WaitForChild('Torso')
local allspawns = math.random(1, #spawns)
local randomspawn = spawns[allspawns]
if randomspawn and Torso then
table.remove(spawns, allspawns)
Torso.CFrame = CFrame.new(randomspawn.Position + Vector3.new(0,2,0))
function fadeTo(a, b, c)
for transparency = a, b, c do
--go from a to b, counting by c
for _, part in pairs(player.Character:GetChildren()) do
--for each of the objects in the character,
if part:IsA("BasePart") then
--check if it's a part, and if so
part.Transparency = transparency
--set its transparency
end
end
wait(0.1)
end
end
local primary = game.ReplicatedStorage.Sword
local newprimary = primary:Clone()
newprimary.Parent = player.Backpack
local secondary = game.ReplicatedStorage.Pistol
local newsecondary = primary:Clone()
newsecondary.Parent = player.Backpack
local thirdy = game.ReplicatedStorage.MachineGun
local newthirdy = primary:Clone()
newthirdy.Parent = player.Backpack
end
end
end
status.Value = "Start Killing!"
wait(4)
for i = 120,0,-1 do
if i == 0 then
status.Value = "Time Up!"
wait(3)
break
end
wait(1)
if #_G.gameplayers == 1 then
for i, v in pairs(_G.gameplayers) do
if v ~= nil then
status.Value = v.." is the Winner!"
game.Players[v].leaderstats.Cash.Value = game.Players[v].leaderstats.Cash.Value + 100 -- The #15 will be how much credit or cash is awarded to the player if there was only one player teleported.
break
end
end
break
else
status.Value = i.."..Seconds Remaining!"
end
end
mapstorage:ClearAllChildren()
wait(1)
for i, player in ipairs(game.Players:GetPlayers()) do
if player.Character then
local hum = player.Character:FindFirstChild('Humanoid')
if hum then
hum.Health = 0
end
end
end
end
COMMUNITY QUESTION
PROBLEM WITH MY GAME ROUND WEAPONS SCRIPT??!!! replicated storage
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3 comments
What is the problem and whats the output?
Need more context to help
Please tell us what is the problem, we dont know what we are looking at.