Here is my code
-- Define Variables
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local MapsFolder = ServerStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local GameLength = 60
local reward = 25
--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 AvaliableMaps = MapsFolder:GetChildren()
local ChosenMap = AvaliableMaps[math.random(1,#AvaliableMaps)]
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 AvaliableSpawnPoints = SpawnPoints:GetChildren()
for i, player in pairs(plrs) do
if player then
character = player.Character
if character then
--Teleport them
character:FindFirstChild("HumanoidRootPart").CFrame = AvaliableSpawnPoints[1].CFrame
table.remove(AvaliableSpawnPoints,1)
--Give them a 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
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
--Left the game
else
if character:FindFirstChild("GameTag") then
--Still alive
print (player.name.." is still in the game!")
else
--They are dead
table.remove(plrs, x)
print(player.name.." has been eliminated!")
end
end
else
table.remove(plrs, x)
print(player.name.." has been eliminated!")
end
end
Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left"
if #plrs == 1 then
--last person standing
Status.Value = "The 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's 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()
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
As xXCyberProXx said, you need a closing end
to close your while
loop.
Here's the formatted code, with an end
added on line 145.
```` -- Define Variables local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local MapsFolder = ServerStorage:WaitForChild("Maps") local Status = ReplicatedStorage:WaitForChild("Status") local GameLength = 60 local reward = 25
-- 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 AvaliableMaps = MapsFolder:GetChildren() local ChosenMap = AvaliableMaps[math.random(1,#AvaliableMaps)]
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 AvaliableSpawnPoints = SpawnPoints:GetChildren()
for i, player in pairs(plrs) do if player then character = player.Character if character then --Teleport them character:FindFirstChild("HumanoidRootPart").CFrame = AvaliableSpawnPoints[1].CFrame table.remove(AvaliableSpawnPoints,1)
--Give them a 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
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 --Left the game else if character:FindFirstChild("GameTag") then --Still alive print (player.name.." is still in the game!") else --They are dead table.remove(plrs, x) print(player.name.." has been eliminated!") end end else table.remove(plrs, x) print(player.name.." has been eliminated!") end end Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left" if #plrs == 1 then --last person standing Status.Value = "The 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’s 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() 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 end ````