Script Keeps Breaking

Hi, I’m making a sword fighting game where players get teleported to a chosen map, however the script breaks right before teleporting the player, but I don’t know why.

-- Define variables

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local ServerStorage = game:GetService("ServerStorage")

local MapsFolder = ServerStorage:waitForChild("Maps")

local Status = ReplicatedStorage:WaitForChild("Status")

local GameLength = 50 

local reward = 25
-- Game loop

while true do
	
	Status.Value = "Waiting for enough players"
	
	repeat wait(1) until game.Players.NumPlayers >= 2
	
	Status.Value = "Intermission"
	
	wait(10)
	
	local plrs = {}
	
	for i, player in pairs(game.Players:GetPlayers()) do
		if player then
			table.insert(plrs,player) -- Add each player into plrs tabl
		end
	end
	
	wait(2)
	
	local AvailableMaps = MapsFolder:GetChildren()
	
	local ChosenMap = AvailableMaps[math.random(1,#AvailableMaps)]
	
	Status.Value = ChosenMap.Name.." Chosen"
	
	local ClonedMap = ChosenMap:Clone()
    ClonedMap.Parent = workspace

    -- Teleport players to the map
	
	local SpawnPoints = ClonedMap:FindFirstChild("SpawnPoints")
	
	if not SpawnPoints then
		print("Spawnpoints not found!")
	end
	
	local AvailableSpawnPoints = SpawnPoints:GetChildren()
	
	for i, player in pairs(plrs) do
		if player then
			character = player.Character
			
			if character then
				-- Teleport them

Breaks here

 character:FindFirstChild("HumanoidRootPart").CFrame = AvailableSpawnPoints[1].CFrame
				table.remove(AvailableSpawnPoints,1)
				
				
				-- Give them a sword
				
				local Sword = ServerStorage.Sowrd:Clone()
				Sword.Parent = player.Backpack
				
				local GameTag = Instance.new("BoolValue")
				GameTag.Name = "GameTag"
				GameTag.Parent = player.Cahracter
				
			else
					-- There is no character
					if not player then
						table.remove(plrs,i)
			    end
			end
		end
	end
	
	Status.Value = "Get ready to play!"
	
	wait(2)
	
	for i = GameLength,0,-1 do
		
		for x, player in pairs(plrs) do 
			if player then 
				
				character = player.Character
				
				if not character then
					-- Left the game
				else
						if character:FindFirstChild("GameTag")then
							print(player.name.." is still in the game!")
					else
								-- They are dead
								table.remove(plrs,x)
						end
				end
			else
					table.remove(plrs.x)
					print(player.Name.." has been removed!")
			end
		end
		
		Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left"
		
		if #plrs == 1 then
			-- Last person standing
			Status.Value = "The winner is "..plrs[1].Name
			plrs[1].leaderstats.Bucks.Value = plrs[1].leaderstats.Bucks.Value + reward
			break
		elseif #plrs == 0 then
			Status.Value = "Nobody won!"
			break
		elseif i == 0 then
				Status.Value = "Time up!"
				break
		end
		
		wait(1)
	end
	
	print("End of game")
	
	for i, player in pairs(game.Players:GetPlayers()) do
		character = player.Character
		
		if not character then
			-- Ignore them
		else
				if character:FindFirstChild("GameTage")then
					character.GameTag:Destroy()
				end
				
				if player.Backpack:FindFirstChild("Sword") then
					player.Backpack.Sword:destroy()
				end
				
				if character:FindFirstChild("Sword") then
					character.Sword:Destroy()
		    end
		
		end
		
		player:LoadCharacter()
	end
	
	ClonedMap:Destroy()
	
	Status.Value = "Game ended"
	
	wait(2)
	
end
2 Likes

Try this;

-- R6 rig
Character:FindFirstChild("Torso").CFrame = CFrame.new(AvailableSpawnPoints[1].Position)
-- R15 rig
Character:FindFirstChild("UpperTorso").CFrame = CFrame.new(AvailableSpawnPoints[1].Position)

In order to change a CFrame you need to set it to a new CFrame value, not just points.

1 Like