So if I have a table of players, and another tables of teleport locations and I want each player to get their own teleport locations what is the best way to do that. Like I am assigning each player their own location and nobody gets the same one everyone’s is different.
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You loop through the player table and for that index in the table assign the location at the same index in the location table to that player.
Something like:
local playerTable = game:GetService("Players"):GetPlayers() -- Or your table of players
local locationTable = {} -- Your locations
for i = 1, #playerTable do
local player = playerTable[i]
local location = locationTable[i]
-- Do whatever with this location
end
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local Game = game
local Players = Game:GetService("Players")
local Teleports = nil --Reference to an array of teleports, i.e; 'Workspace.Teleports:GetChildren()'.
for _, Player in ipairs(Players:GetPlayers()) do
local Character = Player.Character
if not Character then continue end
local Teleport = table.remove(Teleports, math.random(1, #Teleports))
Character:PivotTo(Teleport.CFrame)
end
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