If you are getting the message "everyone has died" when the round loads, change the "Everyone Has Died" script to this if #playing == -1 then staus.Value = "Everyone Has Died" wait(3) break end Note: I AM NOT A SCRIPTER, this worked for me... but no promises it will work for you
Dude, I tried to write the script in your previous video, but it gave an error, I came across your new video while browsing the comments and I entered, you really made the model for it, thank you very much, I'm glad you have it, I subscribed
Love you vids, they actually help and I learn something from them. Keep it up! Also, could you link the part 3? I can't seem to find it and I don't wanna mess anything up, thanks!
I was working on a game and wanted to know how to make a round end when all the players die. I spent 45 minutes wondering why this tutorial wasn't working only to find out that I simply had the team colors the same, :| Great tutorial though this helped a lot.
i followed the tutorial perfectly (to my knowledge) but when the game starts it just says "Everyone has died" and ends the game this is my script: local intermission = 10 local roundLength = 150 local inRound = game.ReplicatedStorage.InRound local status = game.ReplicatedStorage.Status local playingTeam = game.Teams.Playing local lobbyTeam = game.Teams.Lobby inRound.Changed:Connect(function() if inRound.Value == true then for _, plr in pairs(game.Players:GetPlayers()) do local char = plr.Character if char and char:FindFirstChild("HumanoidRootPart") then local humanRoot = char.HumanoidRootPart humanRoot.CFrame = game.Workspace.MapSpawn.CFrame plr.Team = playingTeam
end end else for _, plr in pairs(game.Players:GetPlayers()) do local char = plr.Character if char and char:FindFirstChild("HumanoidRootPart") then local humanRoot = char.HumanoidRootPart humanRoot.CFrame = game.Workspace.LobbySpawn.CFrame plr.Team = lobbyTeam end end end end) local function round() while true do inRound.Value = false for i = intermission, 0, -1 do status.Value = "Round will start in " .. i .. " seconds" wait(1) end inRound.Value = true for i = roundLength, 0, -1 do status.Value = "" .. i .. " Seconds left"
local playing = {}
for i, plr in pairs(game.Players:GetChildren()) do
if plr.Team.Name == "Playing" then
table.insert(playing, plr.Name)
end end
if #playing == 0 then
status.Value = "Everyone has died"
wait(3) break
end
if #playing == 1 then
status.Value = playing[1].." Has won the game" wait(3)
There is a problem if you join your game with yourself without local testing with 2 players. you will teleport in the air or the baseplate but not nay of the maps
yo here is the working version of the script of last video. I also added lobby team alr local Intermission = 10 local RoundLength = 15 local InRound = game.ReplicatedStorage.InRound local Status = game.ReplicatedStorage.Status local Players = game.Players local PlayingTeam = game.Teams.Playing local LobbyTeam = game.Teams.Lobby
InRound.Changed:Connect(function() if InRound.Value == true then for i, player in pairs(Players:GetPlayers()) do local Character = player.Character local HumanRoot = Character:WaitForChild("HumanoidRootPart") HumanRoot.CFrame = game.Workspace.MapSpawn.CFrame end else for i, player in pairs(Players:GetPlayers()) do local Character = player.Character local HumanRoot = Character:WaitForChild("HumanoidRootPart") HumanRoot.CFrame = game.Workspace.LobbySpawn.CFrame end end end) local function Round() while true do InRound.Value = false for i = Intermission, 0, -1 do Status.Value = "Game will start in " .. i .. " seconds" wait(1) end InRound.Value = true for i = RoundLength, 0, -1 do Status.Value = "Game will end in " .. i .. " seconds" wait(1) end end end -- Start the round loop coroutine.wrap(Round)()
so im having a problem as such that, when everyone loads in it instantly says "everyone has died" how can i fix this so that people can actually play it
Hello I really appreciate you doing this and I subbed! Also what can you do if you want to say "Not Enough Players" and you need like 2 players to play the rounds! Thank you!
All you really need to do for that is make an if statement in the round function, it should look something like this: local function round() while true do if #game.Players:GetPlayers() >= 2 then status.Value = "Not enough players" wait(1) else [ all the code that is shown in the video ] end end end
@@reactivemetal8956 Oh Nevermind! I found your mistake when it says if #game.Players:GetPlayers() >= 2 then it should be = Edit: Oops that also does not work I joined on my alt and it still says the same issue :(
@MasterRayane hi I want to help you since I solved it if you still haven't solved the problem this is the solution: local intermission = 10 local roundLength = 10 local inRound = game.ReplicatedStorage.InRound local staus = game.ReplicatedStorage.Status local playingTeam = game.Teams.Playing local lobbyTeam = game.Teams.Lobby --Get player service local Players = game:GetService("Players") while #Players:GetPlayers() < 2 do staus.Value = "Not enough players" Players.PlayerAdded:Wait() end
I have been experimenting for a while to figure out how to make multiple teleports so that when the round starts, not everyone teleports in the same spot, but all teleport in their own quadrants. Do you have any tips I can use? I would really appreciate it.
You can have a folder where inside it, it has several spawn points spread out everywhere, and when you make the teleport line for the player, instead of using mapSpawn.CFrame for example, instead do something like: spawnFolder:GetChildren(math.random(1,#spawnFolder:GetChildren())).CFrame where spawnFolder is the variable for the folder of all the different spawns for the map inside it, all this does is it makes a random spawn for each player to teleport to in the for loop
hey. i know its kinda late for this but. is there some way to turn on friendly fire for pvp cuz i wanna damage each other in the battlefield but it doesnt let me cuz the team
i have a problem can somebody help me? When The Round Is About To start it says all players have died or something like that so the round never does start and yes i youse the map piece and the lobby piece pls tell me what is going on
Try making sure there's no delay between when the round starts and when the player character is added to the isPlaying team. Double check the part of the script where the player is teleported, and make sure there's nothing in the way of the team-assigning function.
Hello is there a way to make it so there are multiple spawns Im trying to make a game for fighting, but once it starts everyone is on top of each other?
nice video but i wanted to make so that when the player dies they stil can play in the map until the time ends but i have no idea what to do or how to code the part can yu help with this?
Any way for this to work on a base game system? Where when the game starts player will start with an base 3500 HP and once that destroyed they will no longer respawn. Thank
For some reason when I had 2 players who went into the same game, it said "Everyone Has Died" instead of the other text - and then it teleported us back to the lobby. Why is this happening?
Hello! I was wondering, how could I make it so there is no time limit when you play a round, the round ends when only one player is left standing? How would I do that?
I actually needed this for my friend but I was wondering if there was a way to make it remove your weapons once the match finishes? Cause I don’t want people to have like a bunch of swords and killing people at spawn
@@wsqu Put the item in replicated storage or server storage then do "item:Clone()" and "item.Parent = plr.Backpack" once you want to remove it just do item.Parent = game.replicatedStorage
Yes, put the item you want to spawn and despawn in replicated storage and then when you want to spawn it in just do "itemName:Clone()" then "itemName.Parent = game.Workspace" and when you want to despawn it just do "itemName:Destroy()" and I think that will work
dident work for me like when i log into my game it dont show me the texte labbel or naything i rewatched both of the video twice btu still dont could u help i can show u it and u can tell me what i did wrong
How could i make so a model in replicated storage spawns in when the round starts and when it ends it does not spawn in -------------------------------------[AUTHOR: reccur]-------------------------------- local intermission = 10 local roundLength = 15 local inRound = game.ReplicatedStorage.InRound local staus = game.ReplicatedStorage.Status local playingTeam = game.Teams.Playing local lobbyTeam = game.Teams.Lobby inRound.Changed:Connect(function()
if inRound.Value == true then
for i, plr in pairs(game.Players:GetChildren()) do
local char = plr.Character local humanRoot = char:WaitForChild("HumanoidRootPart")
for i, plr in pairs(game.Players:GetChildren()) do local char = plr.Character local humanRoot = char:WaitForChild("HumanoidRootPart") humanRoot.CFrame = game.Workspace.lobbySpawn.CFrame
plr.Team = lobbyTeam
end end end) local function round() while true do
local requiredPlayers = 1
repeat wait(1) staus.Value = "Atleast ".. requiredPlayers.." players are needed to start a round"
until #game.Players:GetChildren() >= requiredPlayers
inRound.Value = false
for i = intermission, 0, -1 do
staus.Value = "Game will start in "..i.." seconds"
wait(1)
end
inRound.Value = true
for i = roundLength, 0, -1 do
staus.Value = "Game will end in "..i.." seconds"
local playing = {}
for i, plr in pairs(game.Players:GetChildren()) do
if plr.Team.Name == "Playing" then
table.insert(playing, plr.Name)
end end
if #playing == -1 then staus.Value = "Everyone Has Died" wait(3) break end
if #playing == 1 then
staus.Value = playing[1].." Has Won The Game!"
for i, plr in pairs(game.Players:GetChildren()) do if playing[1] == plr.name then plr.leaderstats.Wins.Value += 1 end end
after there is the one player in the round, it wont teleport my winner back to the lobby. it stays there even during the intermission. is there a way to fix this?
rlly good tutorial but i have one thing happening thats wrong, when the round starts it instantly says draw no matter how many players, im not sure but i think its coz is not detecting the players playing, please help
Hey! Just wondering, how do i make it so there is multiple spawns? I am making a game for fighting, but once it starts, everyone is on top of each other.
the script is not working when the game starts and it teleports me and the test player to the map it already said "Everyone has died" i didn't even do anything when the game starts i also did the model
If you are getting the message "everyone has died" when the round loads, change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
Note: I AM NOT A SCRIPTER, this worked for me... but no promises it will work for you
appericiated it dude.
YOU THANKS YOU SO MUCH YOU GOD!
Your a lifesaver!
ur such a goat
yeah but when everybody dies, the round doesn't end
Dude, I tried to write the script in your previous video, but it gave an error, I came across your new video while browsing the comments and I entered, you really made the model for it, thank you very much, I'm glad you have it, I subscribed
You Deserve More Subscribers!
When testing, it's only teleporting one player to the map and then instantly saying "Everyone had died". Do you know how to fix this?
sammee
probably because you reset before the round could start
When im in the game it keeps saying “everyone has died”
same here
Just remove the part where it says if theres 0 players
I tried that and all it did was make my timer freeze
Just do this:
change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
samee
This really is a fantastic tutorial. Really well put together and works well
2:23 "So we're gonna make a poopy pants" i really should have not laughed at that as much as i did.
if you all are confused on why it instantly says "Everyone Has Died" you need to add a bit of a delay right after the round value is set to true
OMG LEMME TRY THIS RN
Finally It Works💀Thank You!!
Bro thank you so much, the model worked amazing and it was EXACTLY what I needed! I subbed
Love you vids, they actually help and I learn something from them. Keep it up! Also, could you link the part 3? I can't seem to find it and I don't wanna mess anything up, thanks!
Pretty sure its this: th-cam.com/video/K0bOJZaeQbk/w-d-xo.html
2:25 bro said lets make a poopy pants
"poopy pants, aurgh sorry" lmfaoo idk where you got that from
prob talking to a 5 year old
Thats What I was Talkin About Bro I only Found yours one working well (It is Sick)
Best tutorial ever, explanation was spot on and was easy for me to understand and comment the code.
I was working on a game and wanted to know how to make a round end when all the players die. I spent 45 minutes wondering why this tutorial wasn't working only to find out that I simply had the team colors the same, :| Great tutorial though this helped a lot.
45 mins? I SPENT 6 HOURS SEARCHING FOR A GOOD TUTORIAL ( i hope this one works)
THANKS MAN SO MUCH! THIS IS REALLY HELPFUL!
Yo this man is underrated
the poopy pants made me laugh, good one!
When I used the model and I was playing a round with bots, no one died but it said everyone lost automatically
Mine just says "Everyone is dead"
thank you bro just subscribed
Thank you so much for the tutorial I now like and sub your channel
i followed the tutorial perfectly (to my knowledge) but when the game starts it just says "Everyone has died" and ends the game
this is my script:
local intermission = 10
local roundLength = 150
local inRound = game.ReplicatedStorage.InRound
local status = game.ReplicatedStorage.Status
local playingTeam = game.Teams.Playing
local lobbyTeam = game.Teams.Lobby
inRound.Changed:Connect(function()
if inRound.Value == true then
for _, plr in pairs(game.Players:GetPlayers()) do
local char = plr.Character
if char and char:FindFirstChild("HumanoidRootPart") then
local humanRoot = char.HumanoidRootPart
humanRoot.CFrame = game.Workspace.MapSpawn.CFrame
plr.Team = playingTeam
char:WaitForChild("Humanoid").Died:Connect(function()
plr.Team = lobbyTeam
end)
end
end
else
for _, plr in pairs(game.Players:GetPlayers()) do
local char = plr.Character
if char and char:FindFirstChild("HumanoidRootPart") then
local humanRoot = char.HumanoidRootPart
humanRoot.CFrame = game.Workspace.LobbySpawn.CFrame
plr.Team = lobbyTeam
end
end
end
end)
local function round()
while true do
inRound.Value = false
for i = intermission, 0, -1 do
status.Value = "Round will start in " .. i .. " seconds"
wait(1)
end
inRound.Value = true
for i = roundLength, 0, -1 do
status.Value = "" .. i .. " Seconds left"
local playing = {}
for i, plr in pairs(game.Players:GetChildren()) do
if plr.Team.Name == "Playing" then
table.insert(playing, plr.Name)
end
end
if #playing == 0 then
status.Value = "Everyone has died"
wait(3)
break
end
if #playing == 1 then
status.Value = playing[1].." Has won the game"
wait(3)
break
end
wait(1)
end
end
end
spawn(round)
Alr I had the same issue, and the way I solved it was by changing either lobby’s Team color or Playing‘s team color
if #playing == -1 then just keep going
@@ahmedzahran358 Perfect
bipidy bopity.. YOUR SCRIPT IS NOW MY PROPERTY
There is a problem if you join your game with yourself without local testing with 2 players. you will teleport in the air or the baseplate but not nay of the maps
yo
here is the working version of the script of last video. I also added lobby team alr
local Intermission = 10
local RoundLength = 15
local InRound = game.ReplicatedStorage.InRound
local Status = game.ReplicatedStorage.Status
local Players = game.Players
local PlayingTeam = game.Teams.Playing
local LobbyTeam = game.Teams.Lobby
InRound.Changed:Connect(function()
if InRound.Value == true then
for i, player in pairs(Players:GetPlayers()) do
local Character = player.Character
local HumanRoot = Character:WaitForChild("HumanoidRootPart")
HumanRoot.CFrame = game.Workspace.MapSpawn.CFrame
end
else
for i, player in pairs(Players:GetPlayers()) do
local Character = player.Character
local HumanRoot = Character:WaitForChild("HumanoidRootPart")
HumanRoot.CFrame = game.Workspace.LobbySpawn.CFrame
end
end
end)
local function Round()
while true do
InRound.Value = false
for i = Intermission, 0, -1 do
Status.Value = "Game will start in " .. i .. " seconds"
wait(1)
end
InRound.Value = true
for i = RoundLength, 0, -1 do
Status.Value = "Game will end in " .. i .. " seconds"
wait(1)
end
end
end
-- Start the round loop
coroutine.wrap(Round)()
how do i make multiple spawns?
so im having a problem as such that, when everyone loads in it instantly says "everyone has died" how can i fix this so that people can actually play it
That’s what I’m trying to figure out too!
u need to instigate the team switching before the round start@@StickMansWorldYT
@@StickMansWorldYT same
2:21 so were gonna make a poppy pants is craxzyyyyy
TYSM For the tutorial.
hey when i get into the game it works for a little but then i get stuck in to map and the timer stops even when there is only on person left
why its writing "everyone has died" when everyone got teleported to the game
Hello I really appreciate you doing this and I subbed! Also what can you do if you want to say "Not Enough Players" and you need like 2 players to play the rounds! Thank you!
All you really need to do for that is make an if statement in the round function, it should look something like this:
local function round()
while true do
if #game.Players:GetPlayers() >= 2 then
status.Value = "Not enough players"
wait(1)
else
[ all the code that is shown in the video ]
end
end
end
@@reactivemetal8956 Hello, Thank you but it still does not work for me.
@@reactivemetal8956 Oh Nevermind! I found your mistake when it says if #game.Players:GetPlayers() >= 2 then it should be = Edit: Oops that also does not work I joined on my alt and it still says the same issue :(
@MasterRayane hi I want to help you since I solved it if you still haven't solved the problem this is the solution:
local intermission = 10
local roundLength = 10
local inRound = game.ReplicatedStorage.InRound
local staus = game.ReplicatedStorage.Status
local playingTeam = game.Teams.Playing
local lobbyTeam = game.Teams.Lobby
--Get player service
local Players = game:GetService("Players")
while #Players:GetPlayers() < 2 do
staus.Value = "Not enough players"
Players.PlayerAdded:Wait()
end
Thank you.. Appreciate you for this.
Whenever I get teleported back to the lobby, I just fall through the floor and die
anchor the lobby and move the lobby spawn a little high from lobby area
how do i add leaderstats
It only says everyone has died
same
same
same did you know how to solve the problem
I have been experimenting for a while to figure out how to make multiple teleports so that when the round starts, not everyone teleports in the same spot, but all teleport in their own quadrants. Do you have any tips I can use? I would really appreciate it.
You can have a folder where inside it, it has several spawn points spread out everywhere, and when you make the teleport line for the player, instead of using mapSpawn.CFrame for example, instead do something like: spawnFolder:GetChildren(math.random(1,#spawnFolder:GetChildren())).CFrame
where spawnFolder is the variable for the folder of all the different spawns for the map inside it, all this does is it makes a random spawn for each player to teleport to in the for loop
@@reactivemetal8956 ok thank you very much
@@reactivemetal8956 when i do this is just says everyone has died... how can i fix this?
same, and the #spawnFolder part is underlined in red: edit you had to make a local variable in that for loop its in
broit still doesnt work¨
And how can i make it that only 2 players are in the round and the other teamates spectate them?
if you want to make good games watch this guy
it doesn't work if there is only one player left the game just freezes and one player is stuck in the game and the others are in the lobby
Is it possible to have multiple spawns so players don't kill each other immediately?
hey. i know its kinda late for this but. is there some way to turn on friendly fire for pvp cuz i wanna damage each other in the battlefield but it doesnt let me cuz the team
Ty So much
Cool amazing but how do i make it so that it displays the last ones standing on a frame after the round ends kind of like natural disasters?
not sure about the scripting but i think you could use viewport frames to show the avatar
is there any way for regeneration of a map when players go back to lobby the selected map be regenerated
Everytime I win it keeps me in the players team not the lobby team
@Reactive Metal When I vote for a specific map I don't teleport to that specific map what should I do?
Is there a way to use multiple maps on this/it's a random map every time?
i have a problem can somebody help me? When The Round Is About To start it says all players have died or something like that so the round never does start and yes i youse the map piece and the lobby piece pls tell me what is going on
Try making sure there's no delay between when the round starts and when the player character is added to the isPlaying team. Double check the part of the script where the player is teleported, and make sure there's nothing in the way of the team-assigning function.
This is a great tutorial but won't this cause lag with the amount of code your putting into the while loop?
ikr i had the same question
Hello is there a way to make it so there are multiple spawns Im trying to make a game for fighting, but once it starts everyone is on top of each other?
i need a tutorial on this
This is wrong, whenever I teleport to where it should say the game will end in… it just says everyone has died even though there are two ppl
change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
@@Controlbro thanks bro it worked
@@Controlbro W man
@@Controlbro thank you 🙏🙏🙏
nice video but i wanted to make so that when the player dies they stil can play in the map until the time ends but i have no idea what to do or how to code the part can yu help with this?
Whenever i join the game everything works but when it says " Round will end in ...., it just freezes
y does it say everybody died
Hey, it just says "everyone has died" when I spawn in
same
Thank you! Do you know how you can get an amount of coins when you win that get added to the leaderboard?
on line 111 change wins to (your leaderstat) and then change the 1 to the amount u want it to give
record a guide on how to make a system so that you can not play the gui
Any way for this to work on a base game system?
Where when the game starts player will start with an base 3500 HP and once that destroyed they will no longer respawn. Thank
how do you make it so that the maps will be random somebody help pls
I need this by tommorow so if you dont see this till months its fine but how do you make only 1 certain team spawn with a sword?
make a sword put it in replicated storage and when the game starts make it so that everyone in team 1 gets a clone of the sword in their backpack
🔥
OOOOOOOOOOOOOOOOOOOOH TYY!
Can you add 'Join' button? so if player don't want to be in round they won't be joined
Yeah sure, do you want me to make a part 3 for this?
@@reactivemetal8956 yes
Can you make it so the game doesn’t have a timer so when everyone dies accept one person they win
K pretty sure you can change that yourself, change a couple uis and change the time it takes.
in my game just one player teleports to the game and player 2 stays in lobby. can fix this?
I havent done this yet but when you die do you go to lobby or respawn in game? Because i want to make it so when you die you go to the lobby and wait.
Hi, may i ask where to put the "script" thingy on the model? Should i put it on inround or?
Because it doesnt work when i put it on the server script service :((
what would I need to do to make it where you win, the leaderstat board adds a win ?
That would be pretty easy, you should watch my leaderstats tutorial first: th-cam.com/video/96CyKrXQcLk/w-d-xo.html
Then to add the wins, go to the if statement where it checks if there's one player left, then type after it:
playing[1].leaderstats.Wins.Value += 1
For some reason when I had 2 players who went into the same game, it said "Everyone Has Died" instead of the other text - and then it teleported us back to the lobby. Why is this happening?
SAME
@@LOYBROKINGSAME
@@LOYBROKINGSOMEONE HELP ME I NEED THIS FOR MY GAME
change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
@@InfernoTheDonut
for some reason when me and my friend test it it makes our limbs disappear how do I fix this
can u make multiple maps and its random which one is chosen?
3:58 dude wth is that notification
how do i make when someone touch a part his name will display on the ui for 5 seconds and it will reset the time?
Can you make an afk mode tutorial?
Im doing all of this, but when im join my game, timer is dissapear and not working.
Hello! I was wondering, how could I make it so there is no time limit when you play a round, the round ends when only one player is left standing? How would I do that?
I think that you should remove the round length variable and anything that involves that variable
BRO I HAVE DONE EVERYTHING CORRECTLY AND WHEN I PRESS PLAY THE TIMER NEVER STARTS AND ROUND NEVER BEGINS WHAT DO I DOOOOOOOO
thanks! Excuse me, if you want everyone to be a team, how to modify it?
I actually needed this for my friend but I was wondering if there was a way to make it remove your weapons once the match finishes? Cause I don’t want people to have like a bunch of swords and killing people at spawn
When the script is looping through all the players after the round ended, put this: *plr.Backpack:ClearAllChildren()*
@@reactivemetal8956 alr thanks!
@@reactivemetal8956 I tried doing what you told me to do but I feel like I’m doing something wrong as it’s not working for me
@@wsqu Put the item in replicated storage or server storage then do "item:Clone()" and "item.Parent = plr.Backpack" once you want to remove it just do item.Parent = game.replicatedStorage
@@alphacomputer4986 thanks, i’ll try it out when i make my own version since i no longer have access to work on the game now
Combine this with a wins leaderstats
is there a way to make something spawn during the round system and despawn when the round is over
Yes, put the item you want to spawn and despawn in replicated storage and then when you want to spawn it in just do "itemName:Clone()" then "itemName.Parent = game.Workspace" and when you want to despawn it just do "itemName:Destroy()" and I think that will work
dident work for me like when i log into my game it dont show me the texte labbel or naything i rewatched both of the video twice btu still dont could u help i can show u it and u can tell me what i did wrong
How do you make it where they get a win on the leaderstats?
Does this work for teams? Like when one team all of the players in that team dies the other team will win?
How could i make so a model in replicated storage spawns in when the round starts and when it ends it does not spawn in
-------------------------------------[AUTHOR: reccur]--------------------------------
local intermission = 10
local roundLength = 15
local inRound = game.ReplicatedStorage.InRound
local staus = game.ReplicatedStorage.Status
local playingTeam = game.Teams.Playing
local lobbyTeam = game.Teams.Lobby
inRound.Changed:Connect(function()
if inRound.Value == true then
for i, plr in pairs(game.Players:GetChildren()) do
local char = plr.Character
local humanRoot = char:WaitForChild("HumanoidRootPart")
humanRoot.CFrame = game.Workspace.MapSpawn.CFrame
plr.Team = playingTeam
char:WaitForChild("Humanoid").Died:Connect(function()
plr.Team = lobbyTeam
end)
end
else
for i, plr in pairs(game.Players:GetChildren()) do
local char = plr.Character
local humanRoot = char:WaitForChild("HumanoidRootPart")
humanRoot.CFrame = game.Workspace.lobbySpawn.CFrame
plr.Team = lobbyTeam
end
end
end)
local function round()
while true do
local requiredPlayers = 1
repeat
wait(1)
staus.Value = "Atleast ".. requiredPlayers.." players are needed to start a round"
until #game.Players:GetChildren() >= requiredPlayers
inRound.Value = false
for i = intermission, 0, -1 do
staus.Value = "Game will start in "..i.." seconds"
wait(1)
end
inRound.Value = true
for i = roundLength, 0, -1 do
staus.Value = "Game will end in "..i.." seconds"
local playing = {}
for i, plr in pairs(game.Players:GetChildren()) do
if plr.Team.Name == "Playing" then
table.insert(playing, plr.Name)
end
end
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
if #playing == 1 then
staus.Value = playing[1].." Has Won The Game!"
for i, plr in pairs(game.Players:GetChildren()) do
if playing[1] == plr.name then
plr.leaderstats.Wins.Value += 1
end
end
wait(3)
break
end
wait(1)
end
wait(3)
end
end
spawn(round)
my rounds stopped working but i got the teams...
after there is the one player in the round, it wont teleport my winner back to the lobby. it stays there even during the intermission. is there a way to fix this?
rlly good tutorial but i have one thing happening thats wrong,
when the round starts it instantly says draw no matter how many players, im not sure but i think its coz is not detecting the players playing,
please help
NVM I FIXED IT!!!! YAYYYY TYYYYYYYY
@@Shr3kz how did u fix
tell us @@Shr3kz
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hey! Just wondering, how do i make it so there is multiple spawns? I am making a game for fighting, but once it starts, everyone is on top of each other.
@KJ_Quixiation That doesn't work, that's literally the first thing i tried
worst fuck up is saying "where gonna make a poopy pants i mena uh uh" bro im crying rn ;-;
I cant hit anyone because were on the same team. Can you help fix this?
how do i make it have chances of spawning other rmaps
does it do randomized?
maps
is there a way to make this but with a wave system for a wave defense type game?
Not sure
question : if both die doesnt that mean that there will still be zero in playing
If they died within the same second then yes.
Battle round length stopped counting when I added this in. Someone know what I did wrong?
same
Everytime the round starts, only 1 player (the same player) immediately wins
Just get the model 👍
How to make add maps?
the script is not working when the game starts and it teleports me and the test player to the map it already said "Everyone has died" i didn't even do anything when the game starts i also did the model
change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
bro help me when I put everything in its place and do the test to see if it works, when doing the teleport to the game "Everyone has died"
change the "Everyone Has Died" script to this
if #playing == -1 then
staus.Value = "Everyone Has Died"
wait(3)
break
end
@@Controlbrobro ur a life saver!