Might get shadowbanned again but,
I need help with a countdown system. I have this text that displays the numbers into minutes, so when its 1 minute remaining, it keeps counting down (with decimals) all the way down to zero. The thing is, it makes these really weird nonsensical numbers right after it prints a normal quotient.
VIDEO
SCRIPT
local internalClockMin = 60
local countDown = 60
local countValue = holder.Value
while task.wait(1) do
countDown -= 1
internalClockMin = countDown/internalClockMin
print(internalClockMin)
countValue.Value = internalClockMin
emoteText.Text = "next emote in "..string.format("%.2f", internalClockMin).." minutes..."
if countDown <= 0 then
countDown = 60
end
end
it’s becuase you keep changing internalClockMin from 60 to random decimals.
local internalClockMin = 60
local countDown = 60
local countValue = holder.Value
while task.wait(1) do
countDown -= 1
clockMin = countDown/internalClockMin
print(clockMin)
countValue.Value = clockMin
emoteText.Text = "next emote in "..string.format("%.2f", clockMin).." minutes..."
if countDown <= 0 then
countDown = 60
end
end
local duration = 60
local cntr = 60
local countValue = holder.Value
local function convert(seconds)
return string.format("%01d:%02d", (math.floor(seconds / 60)), (math.floor(seconds % 60)))
end
while task.wait(1) do
cntr -= 1
countValue.Value = convert(cntr) --// idk if countValue is a number val or a string val (adjust on your need)
emoteText.Text = `next emote in {convert(cntr)} minutes...`
if cntr <= 0 then cntr = 60 end
end