Hey! I realised what the problem was… It was because the players’ stage wasn’t reseted for the new map, I discovered that putting print(1), print(3) etc in the checkpoints, the new round would begin and the number stayed high and wouldn’t go back to 0, so that’s why…
Do you know how to make the stage number be reseted?
I think I need to write something with “for _, Player in pairs” in the end of the script before the chosen map is destroyed.
What do you mean? Um I think the default value should be 0, but I didn’t write that… The whole IntValue thing was written by other person and I am still confused how it works, without having something like:
local Stage = ???
I wrote in the end:
for _, Player in pairs(Players:GetChildren())do
for _, player in pairs(Players:GetPlayers()) do
local char = player.Character
if not char then continue end
local stage = char.Stage.Value
Player.Stage = 0
end
end
And there was an error in the output, saying that Stage is not a valid member of Player “Players.Laverr54”
And there was an error in the output, saying that Stage is not a valid member of Player “Players.Laverr54”
so I get what is the error, the error is that char it isn’t the character because if it was char it was gonna
tell you Stage is not a valid member of Player “workspace.Laverr54”
so what you need to do is just do Player.Character