Place1 receives player. Once enough players are in the server, or a pregame timer limit is reached, then Place1 stops recieving players. But I don’t want to just kick any players who are trying to join, I want Lobby to know if a Place1 server is already either full or out of pregame to decide if they can send a player with them.
I don’t know about the pregame timer limit, but I do know how to kick players when enough players are in the server.
You’ll have detect how many players are in a place, and if it reached the max count, then you’ll kick any player that tries to join.
The sample script below might work. I have not tested it:
-- Place this script in Place1
local Players = game:GetService("Players")
local maxPlayers = 12 -- Change to your what best fits for your game
Players.PlayerAdded:Connect(function(player)
for i, player in ipairs(Players:GetPlayers()) do
if #Players:GetPlayers() == maxPlayers then -- Use the length operator to detect how many players are in the server
-- Code here
end
end
end)
I would recommend using MemoryStoreService or at least MessagingService, and reserving a server for Place1. This way a lobby can keep sending players to Place1 until its full, and Place1 can send back information to tell the lobby it came from that it is done.