Hi again. But I need to know how to make a “wait until a variable is true” script for my Intermission.
You could do something like this:
repeat wait() --insert script here until variable == true
while variable == false do end
repeat wait() until var
Shortest way possible
You could also do something like
while var == false do wait() --code end
In here you can set the var to true so that the while loop stops
Here is my code:
while IntermissionOver == true do
if player.Team == TeamBlue then
RedTeamGunP.Parent = player.Backpack
else if player.Team == TeamRed then
BlueTeamGunP.Parent = player.Backpack
It won’t let me use “Preformeratted text”, I don’t know why. I think it’s a bug.
You can do it like this
-- put ```lua at the beginning of the code -- code goes here -- put ``` at the end of the code
Nothing has worked so far. If this helps I am trying to work around the “DisplayScript” of a Roblox template. Every thing seems more complicated though with the Intermission that is in the “DisplayScript”.
At a high level, what are you trying to do?
I think you might’ve asked about your solution without asking about the actual problem first
I am trying to make it so that after a variable is equal to true, then give one weapon to one team and another to the other. And all these scripts that everyone has been giving me work on different games, but on this game they don’t. I think it has something to do with the intermission in the “DisplayScript” from the Roblox template I am using but don’t know where. There are also no errors popping up in the output bar. It just won’t give the player the weapon.
The best practice would be to not use loops or repeat. You could use a callback function which would be more efficient than waiting for a variable to be true
Can you show the code you use to change that variable?
Or find the parts of the Roblox script that does?
It will be easier to find that and just add a function call than it will be to detect changes of a variable.
Dont use wait, wait is evil.
If you have an external thread controlling your variable, use a bindable event and wait on that to fire.
(or you could use coroutines but thats a topic for another day)
And you haven’t posted any of your code so we have no idea what or where you need help, you cant just ask us a question without providing code to go along with it.
The best method for this is to use a value instead of a variable. You can get an event for when it is changed. For example:
This post covers many of the reasons why not to use
A shortened version is basically that your current code is:
local var = false someAsyncThing(function() -- your code here var = true end) while var == false do wait() end
In this example, the constant waiting uses up processing power, and in my experiments, wait() is approximately a 2-frame or 1/30 second delay. This means that the code could still be waiting even when
var has just been set to
local event = Instance.new("BindableEvent") local var = false someAsyncThing(function() -- your code here var == true event:Fire() end) if var == false do -- just in case someAsyncThing is ran before we start waiting for the event. event.Event:Wait() -- continues the instant that the event is fired end
In this example, you can use bindableEvents or remoteEvents so that the code continues practically the instant that the event is fired, making it much quicker. But in a case that someAsyncThing is ran before we start waiting for the event, the
if statement preceding
Event:Wait() can detect if the function has already run, just like in the first example, but with much less looping.
Please correct me if I’m wrong, as I don’t have a huge understanding of any of this.
This resource may help you:
I find it easy and helpful and better than what you asked for.
otherwise, you would have to do the
repeat wait() until value
repeat wait() until Value == true print("Value is true")