Basically, I'm trying to make a spawning system using tables. Every time a player is spawned, the spawn they are going to be spawned in will be removed from the table, so no other player will be sharing their spawn. Afterwards, once everyone is spawned, the game continues. However, it doesn't remove it from the table and instead still makes people share spawns.
I tried making a for loop to find if any of the selected spawns equaled to the index but that didn't work. I also tried following tutorials, but that didn't work. I've been trying to find a fix for a while now, but I eventually gave up. Any help fixing would be greatly appreciated.
for i = 1,PlayerCount do if not PlayerTable[i].AFK.Value and PlayerTable[i].Character and PlayerTable[i].Character.Humanoid.Health > 0 then local Spawns = workspace.CurrentMap:FindFirstChild(MapChosen).Spawns:GetChildren() local Character = PlayerTable[i].Character Character.HumanoidRootPart.CFrame = Spawns[1].CFrame + Vector3.new(0,2,0) table.remove(Spawns,1) end end
local Spawns = workspace.CurrentMap:FindFirstChild(MapChosen).Spawns:GetChildren() for i = 1,PlayerCount do local player = PlayerTable[i] -- store the player in a variable local char = player.Character -- and their character if not player.AFK.Value and char and char.Humanoid.Health > 0 then -- "i" is going to increase, so no point in *removing* any spawns -- since we can easily skip over them char.HumanoidRootPart.CFrame = Spawns[i].CFrame + Vector3.new(0, 2, 0) end end
NOTE: this will error if there are more players than spawns