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What is wrong with my disaster script?

Asked by 9 years ago

I tried editing this disaster script to make the disaster end when everyone dies, but it doesn't work. Help?

Script:

disasters = {"ogm"} -- This is where you list the names models that you want to use for disasters.
-- Disaster names are case-sensitive and all disaster models must be in the lighting

countdownTime = 125 -- The ammount of time to wait between each disaster.
disasterTime = 40 -- The ammount of time that the disaster will be in the game before it is removed.

countdownMessage = "The next disaster will occur in %s seconds." -- The message displayed between disasters. %s will be replaced with the number of seconds left.
disasterMessage = "The Disaster Is: %s" -- The message displayed when a disaster occurs. %s will be replaced with the disaster name. Set to nil if you do not want a message

-- Unless you know what you are doing, please leave the below code alone.
items = {}
leaderboard = game.Workspace:findFirstChild("BTS Leaderboard") -- Used to work with my BTS leaderboard
local w = game.Workspace:getChildren()
for i=1,#w do
    if w[i].Name == "leaderboard" and w[i]:findFirstChild("running") ~= nil and w[i]:findFirstChild("points") ~= ni then
        leaderboard = w[i]
    end
end
for i=1,#disasters do
    local item = game.Lighting:findFirstChild(disasters[i])
    if item ~= nil then
        item.Parent = nil
        table.insert(items, item)
    else
        print("Error! ", disasters[i], " was not found!")
    end
end

function chooseDisaster()
    return items[math.random(#items)]
end

function sethint(text)
    local hint = game.Workspace:findFirstChild("hint")
    if (hint ~= nil) then
        hint.Text = text
    else
        print("Hint does not exist, creating...")
        h = Instance.new("Hint")
        h.Name = "hint"
        h.Text = text
        h.Parent = game.Workspace
    end
    --print("Hint set to: ", text)
end

function removeHint()
    hint = game.Workspace:findFirstChild("hint")
    if (hint ~= nil) then hint:remove() end
end

function countdown(time)
    sethint(string.format(countdownMessage, tostring(time)))
    while (time > 0) do
        wait(1)
        time = time - 1
        sethint(string.format(countdownMessage, tostring(time)))
    end
    removeHint()
    return true
end

while true do
    countdown(countdownTime)

    if leaderboard ~= nil and leaderboard:findFirstChild("running") and leaderboard:findFirstChild("points") then -- For use with my BTS leaderboard.
        leaderboard.points.Value = 30
        leaderboard.running.Value = true
    end

    local m = chooseDisaster():clone()

    if disasterMessage ~= nil then
        local msg = Instance.new("Message")
        msg.Name = "DisasterMsg"
        msg.Text = string.format(disasterMessage, m.Name)
        msg.Parent = game.Workspace
        wait(3)
        msg.Parent = nil
    end

    m.Parent = game.Workspace
    m:makeJoints()
    wait(disasterTime)
    m:remove()

else

    for _,v in pairs(game.Players:GetChildren()) do -- everything in players
if v.Character ~= nil then -- if the person exists
v.Character:BreakJoints -- kills
end end -- ends function


    if leaderboard ~= nil then -- For use with the bts leaderboard.
        leaderboard.running.Value = false
    end
end

1 answer

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Answered by
war8989 35
9 years ago

Use a table to store who's dead. Which is updated after a Died event is fired. Like so:

deadPlayers = {}
function checkDeadPlayers() 
    if(#deadPlayers == game.Players.NumPlayers) then
        -- Stop disaster
        deadPlayers = {}
    end
end
game.Players.PlayerAdded:connect(function(player)
    player.CharacterAdded:connect(function(character)
        character.Humanoid.Died:connect(function()
            if(player not in deadPlayers) then
                table.insert(deadPlayers, player)
                checkDeadPlayers()
            end
        end)
    end)
end)
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