I have a couple of local scripts on a game that im developing that's supposed to count down until the game starts and then pick a random player to be the button presser person and then the buttons that are pressed will move a platform up or down or remove a block or something,
but it restarted and overlapped itself for every new person that joined the server and started a new glitchy countdown over the original one, so I added a debounce and now it doesn't overlap.
However, the game now selects a random person for each person in the server because the script is running individually for each person and when the platform rises or falls it only appears for the person pressing the button and the other people on the platform see no changes. How would i go about fixing this? Here are the scripts by the way. this one's kind of long
local debounce = false if debounce == false then debounce = true local countTime = game.Workspace.Values.tillGameCountdown.Value while countTime >= 0 do script.Parent.Text = countTime countTime = countTime - 1 wait(0.9) end script.Parent.Text = "Round Starting..." for _, player in pairs(game.Players:GetPlayers()) do if player.Character then player.Character:MoveTo(Vector3.new(-10, 17.5, -2)) script.Parent.CutsceneScript.Disabled = false end end game.Workspace.Music.gameStartMusic.TimePosition = 16.7 game.Workspace.Music.gameStartMusic:Play() game.Workspace.Values.InLobby.Value = false game.Workspace.Music.lobbyWaiting:Stop() game.Workspace.Values.gameOn.Value = true script.Parent.Parent.Parent.Visible = false wait(4.9) game.Workspace.Music.gameStartMusic:Stop() game.Workspace.Music.gameStartMusic.TimePosition = 16.7 game.Workspace.Music.gameMusic:Play() script.Parent.Parent.Parent.Visible = true script.Parent.Parent.Parent.Parent.Parent.RoundControl.Disabled = false script.Disabled = true end