local TileFrenzyMap = script.Parent.Parent.TileFrenzyMap
—//Services
local ReplicatedStorage = game:GetService(“ReplicatedStorage”)
local TweenService = game:GetService(“TweenService”)
—//Tween configuration
local Tweeninfo = TweenInfo.new(2,Enum.EasingStyle.Linear,Enum.EasingDirection.In,-1,false,0)
—//BindableEvent
local BindableEventFolder = ReplicatedStorage:WaitForChild(“BindableEventFolder”)
local TileFrenzyRemote = BindableEventFolder:WaitForChild(“TileFrenzyRemote”)
—//TileFrenzy Variables
local TileFrenzyChildren = TileFrenzyMap:GetChildren()
function TileFrenzyFunction()
while wait(1) do
local TileFrenzyPicker = TileFrenzyChildren[math.random(1, #TileFrenzyChildren)]
if TileFrenzyPicker:IsA(“Part”)then
– local TileTween = TweenService:Create(TileFrenzyPicker, Tweeninfo, {Position = Vector3.new(20, -10, 20)})
TileFrenzyPicker.Anchored = false
end
end
end
This game breaking bug has been holding me back a lot on my game and I need HELP!
I see. You are firing the event once per player, so there are different threads running of function TileFrenzyFunction() You should fire it outside of the player iteration, after players have been teleported.
When is the RemoteEvent fired? If both players fire the RemoteEvent the server would overwrite itself at the same time (it’d create two different threads), and could be an explanation of why it would seem glitchy.