-- Define variables
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SeverStorage = game:GetService("ServerStorage")
local MapsFolder = SeverStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local GameLength = 50
local reward = 100
--Game loop
while true do
Status.Value = "Waiting for enough players"
repeat wait(1) until game.Players.NumPlayers >= 2
Status.Value = "Intermission"
wait(10)
local plrs = {}
for i, player in pairs(game.Players:GetPlayers()) do
if player then
table.insert(plrs,player) -- Add each player into plrs table
end
end
wait(2)
local AvailableMaps = MapsFolder:GetChildren()
local ChosenMap = AvailableMap[math.random(1, #AvailableMaps)]
Status.Value = ChosenMap.Name.." Chosen"
local ClonedMap = ChosenMap:Clone()
ClonedMap.Parent = workspace
--Teleport players to the map
local SpawnPoints = ClonedMap:FindFirstChild("SpawnPoints")
if not SpawnPoints then
print ("Spawnpoints not found!")
end
local AvailableSpawnPoints = SpawnPoints:GetChildren()
for i, player in pairs(plrs) do
if player then
character = player.Character
if character then
--Teleport them
character:FindFirstChild("HumanoidRootPart").CFrame = AvailableSpawnPoints[1].CFrame
table.remove(AvailableSpawnPoints,1)
--Give them sword
local Sword = ServerStorage.Sword:Clone()
Sword.Parent = player.Backpack
local GameTag = Instance.new("BoolValue")
GameTag.Name = "GameTag"
GameTag.Parent = player.Character
else
--There is no character
if not player then
table.remove(plrs, i)
end
end
end
end
end
Status.Value = "Get ready to play"
wait(2)
for i = GameLength, 0 , -1 do
for x, player in pairs(plrs)do
if player then
character = player.Character
if not character then
--Lef game
else
if character:FindFirstChild("GameTag") then
--They are still alive
print(player.Name.." is still in the game!")
else
--They are dead
table.remove(plrs, x)
end
end
table.remove(plrs, x)
print(player.Name.." has been removed!")
end
end
Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left"
if #plrs == 1 then
--Last person standing
Status.Value = "Then winner is "..plrs[1].Name
plrs[1].leaderstats.Bucks.Value = plrs[1].leaderstats.Bucks.Value + reward
break
elseif #plrs == 0 then
Status.Value = "Nobody won!"
break
elseif i == 0 then
Status.Value = "Time up!"
break
end
wait(1)
end
print("End of game")
for i, player in pairs(game.Players:GetPlayers()) do
character = player.Character
if not character then
--Ignore them
else
if character:FindFirstChild("GameTag") then
character.GameTag:Destroy()
end
if player.Backpack:FindFirstChild("Sword") then
player.Backpack.Sword:Destroy()
end
if character:FindFirstChild("Sword") then
character.Sword:Destroy()
end
end
player:LoadCharacter()
end
ClonedMap:Destroy()
Status.Value = "Game ended"
wait(2)
end
COMMUNITY QUESTION
Why I have error "Expected<eof>, got 'end'?
1 answer
I fixed your issue with the end (you had too many), but you're having scoping issues. plrs and ClonedMap are unknown in the scope you're using them in. You'll have to figure that one out.
-- Define variables
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local MapsFolder = ServerStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local GameLength = 50
local reward = 100
--Game loop
while true do
Status.Value = "Waiting for enough players"
repeat wait(1) until game.Players.NumPlayers >= 2
Status.Value = "Intermission"
wait(10)
local plrs = {}
for i, player in pairs(game.Players:GetPlayers()) do
if player then
table.insert(plrs,player) -- Add each player into plrs table
end
end
wait(2)
local AvailableMaps = MapsFolder:GetChildren()
local ChosenMap = AvailableMaps[math.random(1, #AvailableMaps)]
Status.Value = ChosenMap.Name.." Chosen"
local ClonedMap = ChosenMap:Clone()
ClonedMap.Parent = workspace
--Teleport players to the map
local SpawnPoints = ClonedMap:FindFirstChild("SpawnPoints")
if not SpawnPoints then
print ("Spawnpoints not found!")
end
local AvailableSpawnPoints = SpawnPoints:GetChildren()
for i, player in pairs(plrs) do
if player then
character = player.Character
if character then
--Teleport them
character:FindFirstChild("HumanoidRootPart").CFrame = AvailableSpawnPoints[1].CFrame
table.remove(AvailableSpawnPoints,1)
--Give them sword
local Sword = ServerStorage.Sword:Clone()
Sword.Parent = player.Backpack
local GameTag = Instance.new("BoolValue")
GameTag.Name = "GameTag"
GameTag.Parent = player.Character
else
--There is no character
if not player then
table.remove(plrs, i)
end
end
end
end
end
Status.Value = "Get ready to play"
wait(2)
for i = GameLength, 0 , -1 do
for x, player in pairs(plrs)do
if player then
character = player.Character
if not character then
--Lef game
else
if character:FindFirstChild("GameTag") then
--They are still alive
print(player.Name.." is still in the game!")
else
--They are dead
table.remove(plrs, x)
end
end
table.remove(plrs, x)
print(player.Name.." has been removed!")
end
end
Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left"
if #plrs == 1 then
--Last person standing
Status.Value = "Then winner is "..plrs[1].Name
plrs[1].leaderstats.Bucks.Value = plrs[1].leaderstats.Bucks.Value + reward
break
elseif #plrs == 0 then
Status.Value = "Nobody won!"
break
elseif i == 0 then
Status.Value = "Time up!"
break
end
wait(1)
end
print("End of game")
for i, player in pairs(game.Players:GetPlayers()) do
character = player.Character
if not character then
--Ignore them
else
if character:FindFirstChild("GameTag") then
character.GameTag:Destroy()
end
if player.Backpack:FindFirstChild("Sword") then
player.Backpack.Sword:Destroy()
end
if character:FindFirstChild("Sword") then
character.Sword:Destroy()
end
end
player:LoadCharacter()
end
ClonedMap:Destroy()
Status.Value = "Game ended"
wait(2)
This discussion is preserved as it was. New answers, comments, and votes are closed.

3 comments
I have red line in last line
https://scriptinghelpers.org/help/how-post-good-questions-answers
Code is from alvinbloxx. Please make your own attempt rather than copying down his crappy code.