The weird part of this when i was testing my game with 2 players when the game started i gives the player the amount of player that the game is in weapon twice or the amount of the players in game (Shown in the video)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local Maps = ServerStorage:WaitForChild("Maps")
local Status = ReplicatedStorage:WaitForChild("Status")
local Intermission = 15 -- This is the time in the lobby
local GameTime = 180 --The game time till it ends
local WinnerReward = 20 --This reward is only rewarded to the winner of each match
game.Players.PlayerAdded:Connect(function(player)
local PlayerAmount = 2 --This indicates how many players are suppost to be for the game to begain
local Spectate = game.Workspace.Lobby.Barrier
while true do
Status.Value = "Waiting for "..PlayerAmount.." players to start the game!"
repeat wait() until game.Players.NumPlayers >= 2
for i = Intermission,0,-1 do
Status.Value = "Intermission: "..i.."!"
if i == 0 then
wait(2)
Status.Value = "Choosing Map!"
wait(1)
end
wait(1)
end
local plrs = {}
for i, player in pairs(game.Players:GetPlayers()) do
if player then
table.insert(plrs,player) -- Add each player into plrs table
end
end
wait(1)
local AvailableMaps = Maps:GetChildren()
local ChosenMap = AvailableMaps[math.random(1,#AvailableMaps)]
Status.Value = ChosenMap.Name.. " by "..ChosenMap.Creator.Value.." has been choosen"
wait(3)
local ClonedMap = ChosenMap:Clone()
ClonedMap.Parent = workspace
--Teleport player to the map
local SpawnPoints = ClonedMap:FindFirstChild("SpawnPoints")
if not SpawnPoints then
print("Spawnpoints not found!")
end
local AvaliableSpawnPoints = SpawnPoints:GetChildren()
for i, player in pairs(plrs) do
if player then
character = player.Character
if character then
-- Teleport them
character:FindFirstChild("HumanoidRootPart").CFrame = AvaliableSpawnPoints[1].CFrame + Vector3.new(0, 10, 0)
table.remove(AvaliableSpawnPoints,1)
Spectate.CanCollide = false
Spectate.Transparency = 1
-- Give them a sword
local equipped = game.ServerStorage.PlayerData[player.Name].Equipped
if equipped.Value ~= "" then
local weapon = game.ServerStorage.Items[equipped.Value]:Clone()
weapon.Parent = player.Backpack
else
local Sword = ServerStorage.Sword:Clone()
Sword.Parent = player.Backpack
end
local GameTag = Instance.new("BoolValue")
GameTag.Name = "GameTag"
GameTag.Parent = player.Character
else
--There is no character
if not player then
table.remove(plrs,i)
end
end
end
end
wait(1)
for i = GameTime,0,-1 do
for x, player in pairs(plrs) do
if player then
character = player.Character
if not character then
--Left the game
table.remove(plrs,x)
else
if character:FindFirstChild("GameTag") then
--They are still alive
print(player.Name.." is still in the game!")
else
-- They are dead
table.remove(plrs,x)
print(player.Name.." has been eliminated!")
end
end
else
table.remove(plrs,x)
print(player.Name.." has been eliminated!")
end
end
Status.Value = "The game will be over in "..i.." seconds"
if #plrs == 1 then
-- Last person standing
Status.Value = ""..plrs[1].Name.." has won the match and won " ..WinnerReward.." Gears"
plrs[1].leaderstats.Gears.Value = plrs[1].leaderstats.Gears.Value + WinnerReward
break
elseif #plrs == 0 then
Status.Value = "Nobody won!"
break
elseif i == 0 then
Status.Value = "Time up!"
break
end
wait(1)
end
print("End of game")
wait(1)
for i, player in pairs(game.Players:GetPlayers()) do
character = player.Character
if not character then
--Ignore them
else
if character:FindFirstChild("GameTag") then
character.GameTag:Destroy()
end
for _, tool in pairs(player.Backpack:GetChildren()) do
if tool:FindFirstChild("Price") then
tool:Destroy()
end
end
for _, tool in pairs(character:GetChildren()) do
if tool:FindFirstChild("Price") then
tool:Destroy()
end
end
end
player:LoadCharacter()
end
ClonedMap:Destroy()
Spectate.CanCollide = true
Spectate.Transparency = 0.55
end
end)
Help please