Here's my script for the time of the event.
local EventTime = os.time({year=2020; month=4 ; day=12; hour=18; min=20})-- <-- UTC time. local MainModule = require(script.Parent.Actions) while true do local SecondsBetween = os.difftime(EventTime,os.time()) local SecsTill = SecondsBetween%60 local MinutesTill = math.floor(SecondsBetween%3600/60) local HoursTill = math.floor(SecondsBetween%86400/3600) local DaysTill = math.floor(SecondsBetween%(86400*30)/86400) if SecondsBetween <= 0 and SecondsBetween >= -2 then break end wait() end
Here's my live event actions ModuleScript
local module = {} module.Main = function() workspace.Sound:Stop() local g = Instance.new("Hint",workspace) g.Text = "NUCLEAR EXPLOSION IMMINENT! BRACE FOR DESTRUCTION!" wait(3) g.Text = "The Town of Overboard City will be destroyed in 10 seconds." wait(5) g.Text = "The Town of Overboard City will be destroyed in 5 seconds." wait(1) g.Text = "The Town of Overboard City will be destroyed in 4 seconds." wait(1) g.Text = "The Town of Overboard City will be destroyed in 3 seconds." wait(1) g.Text = "The Town of Overboard City will be destroyed in 2 seconds." wait(1) g.Text = "The Town of Overboard City will be destroyed in 1 seconds." wait(1) g:Destroy() workspace.Gate.Voice.Disabled = false workspace.Orb:Destroy() wait(4) workspace.Town:Destroy() workspace.SurfaceGuiTest:Destroy() game.Lighting.Ambient = Color3(255, 000, 000) game.Lighting.OutdoorAmbient = Color3(255, 000, 000) end return module
Can somebody show me what's wrong with these scripts?
You forgot 1 line of code. You didn't Call the Main function when the loop breaks
Add
MainModule.Main()
at the end of the script