Hello,
So today as I was scripting, I came into this weird error.
What I’m trying to achieve here is to disconnect a function once a game timer is over.
Now the following code does seem to work, but it is a bit glitchy and sometimes works and if it does, it is delayed after once the player falls to the void (once the map destroys itself)
here is the bit of code:
deathconnect = player.CharacterAdded:Connect(function(char)
local random_melee = meleefolder[math.random(1,#meleefolder)]:Clone()
local random_ranged = rangedfolder[math.random(1,#rangedfolder)]:Clone()
local random_special = specialfolder[math.random(1,#specialfolder)]:Clone()
random_melee.Parent = player.Backpack
random_ranged.Parent = player.Backpack
random_special.Parent = player.Backpack
repeat task.wait() until char:IsDescendantOf(workspace)
char.HumanoidRootPart.CFrame = CFrame.new(availablespawnpoints[1].Position + Vector3.new(0,5,0))
table.remove(availablespawnpoints, 1)
spawn(function()
print("disconnected deathconnect")
task.wait(game_timer)
deathconnect:Disconnect()
end)
end)
I’m willing to show all of the code if it’s necessary.
Now what I have also tried is to wait til the game_timer is over, and then disconnect the function. But doing so would only make the error go away for 1 Player.
Any help is appreciated.