Hello, I have an issue in my game. When someone joins, there is a 15 second intermission, everything works well. But as soon as a second player (or more) joins, the 15 second intermission restarts for the second player. What i mean is that player 1 and player 2 aren’t synchronised or something like that. Here is a video that demonstrates the problem.
If anyone knows how to fix this i would appreciate it. Thank you.
Create an int value in replicated storage named “Intermission” and update the value from the server, and replicate that value to clients to display from a localscript
Create a localscript inside the TextLabel that displays your intermission and type these:
local value = game.ReplicatedStorage:WaitForChild("Intermission")
value.Changed:Connect(function()
script.Parent.Text = value.Value
end)
Now go to your serverscript that is handling the intermissions, change the value in ReplicatedStorage to the intermission value. This way all of the clients will read the same value
That script is very bad, why are you trusting the client with everything? This wont even work for other players. Make a server script that handles the intermission and fires the clients to show up a team selection menu
No, you can’t just change things inside the startergui, make a remoteevent called something like “PopupTeamSelection” and fireallclients from the server once the intermission is over. And when the client gets fired enable the team selection gui. Also make a value in replicated storage to show time left in intermission to all players