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How would I spawn a Map Model to specific position in this code?

Asked by
BryanFehr 133
5 years ago

Hello all! My minigame system is seeming to fail atm, and I am entirely sure as to why!

I'd like my script to be able to spawn where the "DungeonSpawn" model with the child part named "Pos" is!

When I run this, after the period of 60 seconds (intermission), it spawns the map, BUT, it spawns it at position (0,0,0) in the workspace! I done some research on the DevForums about this problem, and only found my attempt, which didn't work, so I've turned to here!

Here is my ServerScript located in the workspace! Any and all help is appreciated! Main focus of attention I BELIEVE is Lines 34-43, but I could be wrong! Thank you!

local minigameModule = {
    gameRunning = false,
    playersAlive = {},
    currentMap = nil
}

local waitForChild = game.WaitForChild
local findFirstChild = game.FindFirstChild

-- Modules

local settingsModule = require(waitForChild(script, "Settings"))
local onWin = (function()
    local onWinModule = findFirstChild(script, "OnWin")

    if onWinModule then
        local onWinFunction = require(onWinModule)

        if type(onWinFunction) == "function" then
            return onWinFunction
        end
    end
end)()

local remoteEvent = waitForChild(game:GetService("ReplicatedStorage"), "Event")
local mapsStorage = waitForChild(game:GetService("ServerStorage"), "Maps"):GetChildren()

local playersService = game:GetService("Players")

function minigameModule.isPotentialGame()
    return playersService.NumPlayers >= settingsModule.minimumPlayers
end

function minigameModule:chooseMap()
    local chosenMap = mapsStorage[#mapsStorage]:Clone()
    if findFirstChild(chosenMap, "Spawns") then
        chosenMap.Parent = workspace.DungeonSpawner
        chosenMap.PrimaryPart.Position = Vector3.new(game.Workspace.DungeonSpawner.Pos.Position) -- edited
        chosenMap:MakeJoints()
        self.currentMap = chosenMap
        return chosenMap
    end
end

function minigameModule:spawnPlayers()
    local playersAlive = self.playersAlive
    local spawns = self.currentMap.Spawns:GetChildren()
    for index = 1, #playersAlive do
        local playerData = playersAlive[index]
        playerData.playerHumanoidRoot.CFrame = spawns[math.random(#spawns)].CFrame
    end
end

function minigameModule:runIntermission()
    if settingsModule.intermissionTime > 0 then
        for currentTime = math.floor(settingsModule.intermissionTime), 0, -1 do
            remoteEvent:FireAllClients("Timer", currentTime)
            wait(1)
        end
    end
    remoteEvent:FireAllClients("CeaseGUIs")
end

function minigameModule:getAlivePlayers()
    local playersAlive = {}
    for index, currentPlayer in next, playersService:GetPlayers() do
        local playerCharacter = currentPlayer.Character
        if playerCharacter then
            local playerHumanoidRoot = findFirstChild(playerCharacter, "HumanoidRootPart")
            local playerHumanoid = findFirstChild(playerCharacter, "Humanoid")
            if playerHumanoid and playerHumanoidRoot then
                table.insert(playersAlive, {
                    player = currentPlayer,
                    playerHumanoid = playerHumanoid,
                    playerHumanoidRoot = playerHumanoidRoot
                })
            end
        end
    end
    return playersAlive
end

function minigameModule:isLegalGame()
    if #self:getAlivePlayers() >= settingsModule.minimumPlayers then
        return true
    end
end

function minigameModule:queryGameStart()
    if self.gameRunning then
        return
    elseif self.isPotentialGame() then
        self.gameRunning = true
        remoteEvent:FireAllClients("CeaseGUIs")
        self:runIntermission()

        if self:isLegalGame() then
            if settingsModule.roundDuration > 0 then

                local currentMap = self:chooseMap()
                local mapWeapons = findFirstChild(currentMap, "Weapons")

                local playersAlive = self:getAlivePlayers()
                self.playersAlive = playersAlive

                for index = 1, #playersAlive do
                    local currentPlayer = playersAlive[index]
                    local backpack = findFirstChild(currentPlayer.player, "Backpack")

                    if backpack and mapWeapons then
                        for index, weapon in next, mapWeapons:GetChildren() do
                            weapon:Clone().Parent = backpack
                        end
                    end

                    local connection
                    connection = currentPlayer.playerHumanoid.Died:connect(function()
                        connection:disconnect()
                        table.remove(playersAlive, index)
                        if #playersAlive < 2 then
                            local winner = playersAlive[1]
                            if winner then
                                self:endGame(winner.player.Name .. " has won!", winner.player)
                            else
                                self:endGame("No one has won!")
                            end
                        end
                    end)
                end

                if mapWeapons then
                    mapWeapons:Destroy()
                end

                self:spawnPlayers()     

                remoteEvent:FireAllClients("Message", currentMap.Name .. " was chosen!", 5)

                for currentTime = settingsModule.roundDuration, 0, -1 do
                    if not self.gameRunning then
                        return
                    end
                    remoteEvent:FireAllClients("Timer", currentTime)
                    wait(1)
                end
                self:endGame("The timer ran out! No one has won!")
            end

        else
            self:endGame("Not enough players alive to begin the round!")
        end
    else
        local remainingPlayers = settingsModule.minimumPlayers - playersService.NumPlayers
        remoteEvent:FireAllClients("Message", "Waiting for " .. remainingPlayers .. " player" .. (remainingPlayers > 1 and "s" or "") .. " to join.")
    end
end

function minigameModule:endGame(outputMessage, winner)
    if self.gameRunning then

        self.gameRunning = false
        self.currentMap:Destroy()
        self.currentMap = nil

        if winner and onWin then
            onWin(winner)
        end

        for index, player in next, playersService:GetPlayers() do
            player:LoadCharacter()
        end

        wait(1)

        remoteEvent:FireAllClients("Message", outputMessage, 5)

        wait(5)

        self:queryGameStart()
    end
end

function minigameModule:removePlayer(player)
    if self.gameRunning then
        for index = 1, #self.playersAlive do
            if self.playersAlive[index].player == player then
                table.remove(self.playersAlive, index)
                if #self.playersAlive <= 1 then
                    self:endGame("Not enough players to continue the game.")
                end
                break
            end
        end 
    end
end

playersService.PlayerAdded:connect(function()
    minigameModule:queryGameStart()
end)

playersService.PlayerRemoving:connect(function(player)
    minigameModule:removePlayer(player)
end)

1 answer

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1
Answered by
Benbebop 1049 Moderation Voter
5 years ago
Edited 5 years ago

You need to use a CFrame I believe,

chosenMap.PrimaryPart.Position = Vector3.new(game.Workspace.DungeonSpawner.Pos.Position)

should be

chosenMap.PrimaryPart.Position = CFrame.new(Vector3.new(game.Workspace.DungeonSpawner.Pos.Position))

and you could also do

chosenMap.PrimaryPart.Position = CFrame.new(game.Workspace.DungeonSpawner.Pos.Position)
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