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COMMUNITY QUESTION

How to change values all at once?

I'm trying to make the countdown appear on every screen at once instead of changing the values on one player at a time. Here's the code:

local players = game.Players:GetPlayers()
	for i = 1, #players do
		players[i].Character.Humanoid.NameOcclusion = Enum.NameOcclusion.OccludeAll
		local stats = players[i].PlayerGui.fullGui.everything.gamePlay.informer
		local spawn = game.ServerStorage.WeaponSpawns:Clone()
		spawn.Parent = Workspace
		stats.Text = '3'
		wait(1)
		stats.Text = '2'
		wait(1)
		stats.Text = '1'
		wait(1)
		stats.Text = 'Begin!'
		stats.FontSize = 'Size48'
		wait(2)
		stats.Text = ''
		wait(1)
		stats.Text = 'Objective: Find a weapon.	'
		stats.FontSize = 'Size36'
	end

1 answer

Instead try this:

Steps:

1.) Insert a StringValue into Lighting called "Alert"

2.) Put this in the main script:

local spawn = game.ServerStorage.WeaponSpawns:Clone()
local alert = game.Lighting.Alert
spawn.Parent = Workspace

for i = 3, 1, -1 do
	alert.Value = i
	wait(1)
end
alert.Value= "Begin!"
wait(2)
alert.Value = ""
wait(1)
alert.Value = "Objective: Find a weapon."

3.) Put this in the informer textlabel or whatever it is:

local keystrings = {}
local alert = game.Lighting:WaitForChild("Alert")
keystrings["Begin!"] = true

update = function()
	script.Parent.Text = alert.Value

	if keystrings[alert.Value] then
		script.Parent.FontSize = "Size48"
	else
		script.Parent.FontSize = "Size36"
	end
end

alert.Changed:connect(update)
update()

This should work, if not give me output or whatnot

2 comments

1

Nope

3

What happened? Also instead of down-voting and saying "Nope" I think feedback would be more constructive.

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