just create a bindableevent, place it somewhere you can access it, such as replicatedstorage, then you can add a variable referencing the bindableevent, then you could use the example provided above.
Baseplate.rbxl (18.5 KB) this is an example implementation.
Do you need to use those numbers to fire it or not. Because in my case, I dont need that I just need it to know when everyone dies and when the match starts.
Those numbers are just extra parameters he’s passing into the event, if you want the script that fires the event to be able to pass information to the script that is listening for the event, you’d have to do something like that.
-- Script 1
Bindableevent:Fire( "Hello!" )
-- Script 2
Bindableevent.Event:Connect(function(Message)
print(Message) -- It would print Hello!
end)
I dont think it would need to send info because it just needs to know when the match starts and it will be programmed so that when it received the match start event it knows that the match has started. same thing for when there are no players. Tell me if im wrong though.