Wondering how to do this ive tried to do it but i cant get it to work.
I tried to use
local plr = game.Players.LocalPlayer
local team = plr.Team
repeat task.wait(0.1) until team.Name == "Team name here"
-- code i want to fire goes here
end
Wondering how to do this ive tried to do it but i cant get it to work.
I tried to use
local plr = game.Players.LocalPlayer
local team = plr.Team
repeat task.wait(0.1) until team.Name == "Team name here"
-- code i want to fire goes here
end
u could do
game.Players.PlayerAdded:Connect(function(plr)
plr.Changed:Connect(function(p)
if p == "Team" then
local current_team = plr.Team
if current_team then
if current_team.Name == "TEAMNAMEHERE" then
-- code here
end
end
end
end)
end)
OR you could do this for local player
local plr = game.Players.LocalPlayer
plr.Changed:Connect(function(p)
if p:lower() == "team" then
local current_team = plr.Team
if current_team then
if current_team.Name == "TEAMNAMEHERE" then
-- code here
end
end
end
end)
while @TheH0meLands solution will work, to produce less work for the server, I would use :GetPropertyChangedSignal()
local plr = game.Players.LocalPlayer
plr:GetPropertyChangedSignal("Team"):Connect(function()
if plr.Team.Name == "Team Name Here" then
--do stuff
end
end)
you could also just use the team itself.
local plr = game.Players.LocalPlayer
local wantedteam = --team path ex: game.Teams.Team
plr:GetPropertyChangedSignal("Team"):Connect(function()
if plr.Team == wantedteam then
--do stuff
end
end)
Also, make sure to give the solution to @TheH0meLands as his answer does work and does do what you wanted.
one thing that’s a bit nitpicking, the team could possibly be nil when it’s changes so you should add an if statement to check if the team instance is valid. Still good script nonetheless
It will work whether the team is nil or not, its like
if nil == 0 then
print("0")
else
print("something else")
end
it won’t run and also doesn’t produce errors.
oh nice, didn’t know that. I thought if you do something like nil.Name
it’ll error. I guess not.
oh, you meant that part, yes, it will error, but I assume that it wouldn’t be possible for them to have a nil team unless a script sets it to nil.
Didnt actually appear to work surprisingly
his won’t work within a local script, his is meant to be used in a server script.
use the seconds code sample I have for local scripts.
also can you bring back the solution?
I used the local script version and it still didnt work.
send code
plr.Changed:Connect(function(p)
if p:lower() == "team" then
if team then
if team.Name == "Nightmare" then
detectionbox.Touched:Connect(function()
local debounce = false
if debounce == false then
debounce = true
for i = 1, #objectivecomplete do
objectives.Text = string.sub(objectivecomplete,1,i)
task.wait(Time)
end
local clocktween2 = ts:Create(game.Lighting,TweenInfo.new(),{["ClockTime"] = 0})
clocktween2:Play()
for i = 1, #story7 do
story.Text = string.sub(story7,1,i)
task.wait(Time)
end
task.wait(4)
for i = 1, #story8 do
story.Text = string.sub(story8,1,i)
task.wait(Time)
end
task.wait(2)
for i = 1, #objective3 do
objectives.Text = string.sub(objective3,1,i)
task.wait(Time)
end
end
end)
end
end
end
end)
try adding prints here
plr.Changed:Connect(function(p)
if p:lower() == "team" then
if team then
if team.Name == "Nightmare" then
print('team changed!')
detectionbox.Touched:Connect(function()
local debounce = false
if debounce == false then
debounce = true
for i = 1, #objectivecomplete do
objectives.Text = string.sub(objectivecomplete,1,i)
task.wait(Time)
end
local clocktween2 = ts:Create(game.Lighting,TweenInfo.new(),{["ClockTime"] = 0})
clocktween2:Play()
for i = 1, #story7 do
story.Text = string.sub(story7,1,i)
task.wait(Time)
end
task.wait(4)
for i = 1, #story8 do
story.Text = string.sub(story8,1,i)
task.wait(Time)
end
task.wait(2)
for i = 1, #objective3 do
objectives.Text = string.sub(objective3,1,i)
task.wait(Time)
end
end
end)
end
end
end
end)
does it print? also my code sample works perfectly fine for me
Doesnt print for some reason. (30)
are you sure you put the correct team name? It’s case sensitive.
Send me a screenshot of ur team explorer
are you changing the player’s team at all?Like via a script or what?
Its changing via a spawn point which is the detection box in the script.