So me and my friend are making a sword fighting game, but there's one problem. Whenever someone is in the game / match and they just flat-out leave it does not count them as dead, therefore keeping the match for however long is left. If the clock runs out its just ends the game, but seeing how the matches are 90 seconds long its not fair to wait because someone wanted to leave. Anyway heres the script I'm using, its pretty basic. (friend made it so I'm not sure if anything is messed up)
-- Define Variables
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local MapsFolder = ServerStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local GameLength = 90
local reward = 50
-- Game Loop
while true do
Status.Value = "Waiting for 2 (or more) Players to Join!"
repeat wait(1) until game.Players.NumPlayers >= 2
Status.Value = "Intermission (15 seconds)"
wait(15)
local plrs = {}
for i, player in pairs (game.Players:GetPlayers())do
if player then
table.insert(plrs,player)-- Add each player into plrs 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 = workspace
--Teleport Players to 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 them
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(4)
for i = GameLength,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 are still alive
print(player.Name.." is still in the game!")
else
-- They are 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
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.Cash.Value = plrs[1].leaderstats.Cash.Value + reward
wait(3)
break
elseif #plrs == 0 then
Status.Value = "Nobody won!"
wait(3)
break
elseif i == 0 then
Status.Value = "Times up!"
wait(3)
break
end
wait(1)
end
print("End of 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()
Status.Value = "Game ended!"
wait(2)
end

2 comments
The script kinda messed up in the question
Use this article: https://developer.roblox.com/en-us/api-reference/event/Players/PlayerRemoving