-- 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 = 25

-- gameloop

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 in plyrs table
		end
	end
	
	wait(2)
	

	
	local AvailableMaps = MapsFolder:GetChildren()
	
	local ChosenMap = AvailableMaps[math.random(1,#AvailableMaps)] -- random map
	
	Status.Value = ChosenMap.Name .. " Map Chosen"
	
	local ClonedMap = ChosenMap:Clone()
	ClonedMap.Parent = workspace
	
	
-- determines if there is a SpawnPoint
	
	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
				
			-- Teleports Player
			character:FindFirstChild("HumanoidRootPart").CFrame = AvailableSpawnPoints[1].CFrame
			table.remove(AvailableSpawnPoints,1)
			
			-- Give them a Sword
			
			local Sword = ServerStorage.Sword:Clone()
			Sword.Parent = player.Backpack
			
			-- GameTag
			
			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
					-- they left the 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)
						print(player.name .. " has been removed!")
					end
				end
			
			else
				
				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 = "The winner is " .. plrs[1].Name
			plrs[1].leaderstats.Cash.Value = plrs[1].leaderstats.Cash.Value + reward
			
			break
		
		elseif #plrs == 0 then
			Status.Value = "Nobody Won!"
			
			break
		
		elseif i == 1 then
			Status.Value = "Timer ran out!"
			
			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 character:FindFirstChild("Sword") then
				player.Backpack:Destroy()
			end
			
			if character:FindFirstChild("Sword") then
				character.Sword:Destroy()
			end
	   		
	    end
			
	    player:LoadCharater()
		
	end
	
	ClonedMap:Destroy()
	Status.Value ("Game ended")
end

5 comments

0

That is because AvailableSpawnPoints seems to be nil, maybe try using GetDescendants() Instead of GetChildren() on line 59, its also good because it returns a table with all the actual children of that instance.

0

oh that's quick Thanks! Igoralexeymarengobr & whenallthepigsfly

0

yeah AvailableSpawnPoints is still nil although in the map they exist Idk why the code can't find it..

0

Ah, gotta love this alvinblox code.