So I have a Boolean Value (Playing) that is in the player's character and I can't seem to figure out why it ignores it even if it's set to false. Shouldn't it not teleport the player or am I doing something wrong?
if map == 1 then game.Lighting.SampleMap:Clone().Parent = game.Workspace status.Value = "ROBLOXIAN FOREST!" wait(5) target = CFrame.new(20.531, -47.377, 53.969) for i, player in ipairs(game.Players:GetChildren()) do if player.Character.Playing.Value == true then player.Character.UpperTorso.CFrame = target + Vector3.new(0, i * 0, 0) player.Character.IsAlive.Value = true end end end
Did you confirm that the boolean is being changed by the server side? If the boolean is not being changed by the server side, try setting up remote events and remote functions. That should be the main cause of this problem, but if that doesn't resolve it, try this:
if map == 1 then game.Lighting.SampleMap:Clone().Parent = game.Workspace status.Value = "ROBLOXIAN FOREST!" wait(5) target = CFrame.new(20.531, -47.377, 53.969) for i, player in ipairs(game.Players:GetChildren()) do print("Okay, it's set to ".. tostring(player.Character.Playing.Value).. " on the server side.") if player.Character:FindFirstChild("Playing").Value == false then print("This player is being ignored..") else player.Character.UpperTorso.CFrame = target + Vector3.new(0, i * 0, 0) player.Character.IsAlive.Value = true end end end
That's correct, that will only teleport the player if the value of Playing is equal to true, which means that it's equal to true; it isn't ignoring it. Click on the BoolValue in the explorer, and assuming nothing altered it since then, it should be set to true. You can also do
print(Playing.Value)
which should print out true.