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-2

How to make players move back to lobby in this script?

Asked by 5 years ago
wait(1); -- Jaredvaldez4 2011
--game.Lighting.Ambient = BrickColor.new("Bright green").Color;
system = script.Parent
is_playing = system.Playing
stage = system.Stage
weapons = game.Workspace.Weapons
hum_team = game.Teams["Humans"]
zom_team = game.Teams["Zombies"]
msg = nil
hint = nil
playing = false
interrupted = false
minutes = 0
seconds = 0
function displayHint(text)
    if(hint==nil)then
        hint = Instance.new("Hint")
        hint.Text = text
        hint.Parent = game.Workspace
    else
        hint.Text = text
    end
end

function removeHint()
    if(hint~=nil)then
        hint:remove()
        hint = nil
    end
end

function displayMsg(text)
    if(msg==nil)then
        msg = Instance.new("Message")
        msg.Text = text
        msg.Parent = game.Workspace
    else
        msg.Text = text
    end
end

function removeMsg()
    if(msg~=nil)then
        msg:remove() msg = nil
    end
end

function giveWeapons()
    local player = game.Players:GetChildren()
    if(#player>0)then
        for p = 1, #player do
            if(player[p].TeamColor==hum_team.TeamColor)then
                shared["Weps"]["Pistol"]:Clone().Parent = player[p].Backpack
            end
        end
    end
end

function killPlayers()
    local player = game.Players:GetChildren()
    if(#player>0)then
        for p = 1, #player do
            if(player[p].Character~=nil)then
            local h = player[p].Character:FindFirstChild("Humanoid")
                if(h.Health>0)then
                    player[p].Character.Humanoid.Health = 0
                else
                    if(player[p]:FindFirstChild("Dead")~=nil)then
                        player[p].Dead.Value = false
                        player[p].Class.Value = "Zombie"
                        player[p].TeamColor = hum_team.TeamColor
                    end
                end
            end
        end
    end
end

function resetPlayers()
    local player = game.Players:GetChildren()
    if(#player>0)then
        for p = 1, #player do
            if(player[p]:FindFirstChild("Dead")~=nil)then
                player[p].Dead.Value = false
                player[p].Class.Value = "Zombie"
                player[p].TeamColor = hum_team.TeamColor
            end
        end
    end
end

function countPlayers()
    local count = 0
    local player = game.Players:GetChildren()
    if(#player>0)then
        for p = 1, #player do
            if(player[p].Character~=nil)then
                count = count +1
            end
        end
    end

    return count
end

function countPlayersInTeam(team)
    local team_count = 0
    local player = game.Players:GetChildren()
    if(#player>0)then
        for p = 1, #player do
            if(player[p].TeamColor==team.TeamColor)then
                team_count = team_count +1
            end
        end
    end

    return team_count
end

function assignZombies(amount)
    local valid_players = {}
    local player = game.Players:GetChildren()
    if(#player>0)then
        for p = 1, #player do
            if(player[p].TeamColor==hum_team.TeamColor)and(player[p].Character~=nil)then
                table.insert(valid_players,player[p])
            end
        end
    end
    if(#valid_players>amount)then
        while(amount>0)do
            local rand = math.random(1,#valid_players)
            local chosen = valid_players[rand]
            chosen.TeamColor = zom_team.TeamColor
            chosen.Character.Humanoid.Health = 0

            table.remove(valid_players,rand)
            amount = amount -1
        end
    end
end

function countDown()
    seconds = seconds -1
    if(seconds<0)then
        minutes = minutes -1
        seconds = 59
        if(minutes<0)then
            playing = false
            return true
        end
    end

    return false
end

function playZombies()
    resetPlayers()
    for i,v in pairs(game.Players:GetPlayers()) do
        Spawn(function()
            repeat
                wait(0)
            until v.Character and v.Character:FindFirstChild("Torso")

            v.Character.Torso.Anchored = true

            repeat
                wait(0)
            until v
        end)
    end


    is_playing.Value = true

-- ================================================================================== --
-- =============================######CHANGE MAP######=============================== --
-- ================================================================================== --

    if not game.Lighting:FindFirstChild("Maps") then
        local MapsContainer = Instance.new("Model", game.Lighting)
        MapsContainer.Name = "Maps"
    end

    if #game.Lighting.Maps:GetChildren() == 0 then
        displayMsg("There are no loaded maps, can't play!")
        return;
    else
        if workspace:FindFirstChild("cMAP") then
            workspace.cMAP:Destroy()
        end

        for i = 1, math.random(10,30) do
            for ii = 1, #game.Lighting.Maps:GetChildren() do
                displayMsg("Picking Map.... >"..game.Lighting.Maps:GetChildren()[ii].Name.."<")
                wait(0.1337331337331337331337)
            game.Workspace.swoosh:Play()
            end
            wait(0)
        end

        local xzkx = game.Lighting.Maps:GetChildren()[math.random(#game.Lighting.Maps:GetChildren())]:Clone()
        displayMsg("Picking Map....... >>>>>>" .. xzkx.Name .. "<<<<<<")
      game.Workspace.swoosh:Play()

        wait(11)
        removeMsg()

        if (xzkx) then
            xzkx.Name = "cMAP"
            xzkx.Parent = workspace
        else
            displayMsg("Map is null for some awkward reason")
        end
    end

    if(countPlayers()<=3)then
        assignZombies(1)
    elseif(countPlayers()<=6)then
        assignZombies(2)
    else
        assignZombies(3)
    end

    displayMsg("Survive for 13 minutes without getting infected!")
    for i,v in ipairs(game.Players:GetPlayers()) do -- Should fix zombies not morphing.
--      if v.TeamColor == zom_team.TeamColor then
            v:LoadCharacter()
--      end 
    end
    delay(5,function () giveWeapons(); end); -- Wait for respawns?
    delay(5,removeMsg)

    interrupted = false
    playing = true

    minutes = 12
    seconds = 59

    while(playing==true)and(countDown()==false)do
        local humans = countPlayersInTeam(hum_team)
        local zombies = countPlayersInTeam(zom_team)

        if(minutes==9)and(seconds==59)then
            stage.Value = 2
            displayMsg("FAST zombie is NOW UNLOCKED! say '/fastzombie' to become a fast zombie!")
            delay(10,removeMsg)
        elseif(minutes==4)and(seconds==59)then
            stage.Value = 3
            displayMsg("KamiZombie is NOW UNLOCKED! say '/kamizombie' to become a kamizombie!")
            delay(10,removeMsg)
        elseif(minutes==7)and(seconds==25)then
            stage.Value = 4
            displayMsg("Ghost ZOMBIE is NOW UNLOCKED! say '/ghostzombie' to become a Ghost!")
            delay(10,removeMsg)
        elseif(minutes==6)and(seconds==25)then
            stage.Value = 5
            displayMsg("Fast GHOST Zombie is NOW UNLOCKED! say '/fastghostzombie' to become a FastGhostzombie!")
            delay(10,removeMsg)
        elseif(minutes==2)and(seconds==25)then
            stage.Value = 6
            displayMsg("ZOMBIE BOSS is NOW UNLOCKED! say '/zombieboss' to become a BOSS!")
            delay(10,removeMsg)
        end

        if(seconds<10)then
            displayHint("Humans left: "..humans.." | Time left: "..minutes..":0"..seconds.." | Zombies: "..zombies)
        else
            displayHint("Humans left: "..humans.." | Time left: "..minutes..":"..seconds.." | Zombies: "..zombies)
        end

        if(zombies==0)then -- Zombies left the game? Try to assign another to keep the game running!
            if(countPlayers()>=2)then
                if(countPlayers()<=3)then
                    assignZombies(1)
                elseif(countPlayers()<=6)then
                    assignZombies(2)
                else
                    assignZombies(3)
                end
            else
                interrupted = true
                break
            end
        end

        if(humans==0)then
            break
        end

        wait(1)
    end
    stage.Value = 1

    removeHint()

    if(interrupted==true)then
            displayMsg("There are not enough players to continue the game...")
    else
        if(playing==false)then
            displayMsg("YES! Huamns HAVE WON AND SURVIVED THE ZOMBIES! WOOT!")
            game.Workspace.SENSATIONAL:play()
        else
            displayMsg("THERE IS NO HUMANS LEFT HUMANITY IS DEAD! NO!")
            game.Workspace.freshmeat:play()
        end
    end

    is_playing.Value = false

    killPlayers()
    wait(5)
    resetPlayers()

    removeMsg()
end

while true do
    wait(3)
    resetPlayers()
    if(countPlayers()>=2)then
        removeMsg()
        playZombies()
    else
        displayMsg("There are not enough players to continue the game...")
    end
end

0
I see you are using a free script... This isn't a request site by the way U_srname 152 — 5y
0
This aint a free script LOL XDD nobody else accept 2 people have this script it's me and jared2valdez4 iDream4Chance -16 — 5y
0
still just using somebody else's script U_srname 152 — 5y
0
Stop username, he has -12 rep. You don't need to scold him. greatneil80 2647 — 5y

1 answer

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0
Answered by 5 years ago
Edited 5 years ago

For a single player just do

game:GetService("TeleportService"):Teleport(placeid, playertobetpd) --Replace placeid to the lobby id and playertobetpd is just self explanitory.

For all players do

for i, v in pairs(game.Players:GetPlayers()) do --you can replace game.Players:GetPlayers() to a table of a less amount players instead of a table of all of the players, too.
    game:GetService("TeleportService"):Teleport(placeid, v)
end

Just put these wherever you want it to be triggered. If you don't want them to be teleported to another place, then just remove their characters and make a gui visible or something similar.

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