Since it’s replicated across every client, yes you could do that
You could also implement both a Seconds & Minutes Number value, so that you know how much of a certain interval has passed or you can do something related to os.time()
Alright well…It seems as though you’ll need to pass through a couple of if statements on the server side in order to get this working:
On your countdown script, you should have 2 Values inside ReplicatedStorage here:
Minutes
Seconds
Make sure that the Seconds are at least greater than 0
Go ahead and define your variables, then doing the loop I believe you can use a while do loop instead:
local Seconds = game.ReplicatedStorage:WaitForChild("Seconds")
local Minutes = game.ReplicatedStorage:WaitForChild("Minutes")
while Seconds.Value ~= 0 and Minutes.Value ~= 0 do
if Seconds.Value == 0 and Minutes.Value > 0 then
Minutes.Value -= 1
Seconds.Value = 59
end
Seconds.Value -= 1
wait(1)
end
Then on your LocalScript you could define your values, then detect changes for both the Minutes & Seconds value using the same Text change
No clue though, this is just a guess
If all else fails debug it with print() statements to see where the issue could lie