So in this MainScript, I'm experiencing some issues. I looked at the output and everything seems fine, but when I tested it out, things weren't working. The game wasn't function properly. 2 players joined in, and they were getting teleported in and out of the lobby to the map in a short time and the GUI was announcing people winning in a matter of seconds. No one was even fighting or killing.
Thanks in advance!
Below is a server script inside ServerScriptStorage, named "MainScript"
-- VARIABLES!
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local MapsFolder = ServerStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local GameLegnth = 50
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 the player table.
end
end
wait(2)
local AvailableMaps = MapsFolder:GetChildren()
local ChosenMap = AvailableMaps[math.random(1,#AvailableMaps)]
Status.Value = ChosenMap.Name.." Chosen"
local ClonedMap = ChosenMap:Clone()
ClonedMap.Parent = game.Workspace
-- Teleport the players into the map.
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
-- Teleport
character:FindFirstChild("HumanoidRootPart").CFrame = AvailableSpawnPoints[1].CFrame
table.remove(AvailableSpawnPoints,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 = GameLegnth,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
-- They're still alive!
print(player.Name.. "is still in the game!")
else
-- They're 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
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 up!"
break
end
wait(1)
end
print("End of the 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 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()
wait(2)
Status.Value = "Game ended!"
end
end

1 comment
Did you put a wait(1) in your GameLength for loop ? If not, the countdown will go to 0 immediately unless there is one present.