Basically I have this tournament game where it goes through each match playing 2 individuals each time. From there, I use a repeat loop until either the match is over, or there is no match meaning on the tournament board, the player did not have an opponent to play.
--Current Script--
if playing.Value == true then
repeat wait(1) until playing.Value == false
elseif notplaying.Value == true then
repeat wait(1) until notplaying.Value == false
end
--New Script--
hold = coroutine.create(function()
while playing.Value == false do
coroutine.yield()
end
while notplaying.Value == false do
coroutine.yield()
end
end
coroutine.resume(hold)
Will this function work the same as my repeat loop? I was thinking that doing this would save a lot of server lag.
Thanks,
LukeGabriel
P.S./Edit: Is there a better way to run the repeat loop without having it take so much of the server activity?

2 comments
Honestly a repeated loop won't cause any noticeable lag. If Roblox couldn't handle that - then you would be very limited with what you could do in the Studio.
I just wanted to know if there was a better way to run it since it runs a fair amount of script activity