Story game, sending info between places in one experience

Hello!

So I’m creating a story game, but the problem is I’ve tried searching up everywhere on how to transfer information between each place.

Example!
If three people join a game, once the first person loads in, I want a 30 second counter to wait for the other 2. If the other 2 don’t join in that time, they basically get booted. If they do, then the game starts once they’ve all loaded. But how do I get the game to know how many people have joined? It could be 2, 3, 4. Any of those numbers. Because if only 2 people have joined and the game is waiting for 3 people, well that’s a waste of time. I would need the specific number of how many people actually joined the waiting queue.

If anyone could help me, that would be much appreciated!!

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Hello, so I just wrote this piece of code that will do precisely what you mentioned in the post.
This is a local script and you can place it in StarterPlayerScripts

local numberofplayers = #game.Players:GetPlayers()

repeat task.wait() until numberofplayers >= 1

task.wait(30) --Countdown Time

if game:IsLoaded() == false then
	script.Parent.Parent:Kick() --Kicks the player that hasn't loaded
else
	script:Destroy()
end
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I would do it server sided, using PlayerAdded event. Adding the players to a table to count how many players are in the server. Doing a while loop with a counter, max time to wait 30 seconds.

The loop breaks if enough players joined game (3 or more added into the table), calling a function to actually start the game.

If you wanna count how many players are in that specific server, why you wanna send information between servers/places? Or you want to know if theres enough players in different servers?

local CurrentPlayers = {} -- Table of players that joined

local TimeToWait = 30 -- Max time to wait before kicking players

local GameWaiting = false -- Debouce for the while loop to only happens once

-- Function to Start your game
local function StartGame()
	warn("Start game with", #CurrentPlayers, "players")
	-- DO STUFF
end

-- PlayerAdded event
game.Players.PlayerAdded:Connect(function(player)
	table.insert(CurrentPlayers, player) -- insert joined player into the table
	
	if not GameWaiting then
		GameWaiting = true
		task.spawn(function()
			while true do
				if #CurrentPlayers >= 3 then
					task.spawn(function()
						StartGame()	
					end)
					break
				end
				if TimeToWait <= 0 and #CurrentPlayers < 3 then
					warn("Kick players, time to wait is over")
					for _, p in pairs(game.Players:GetPlayers()) do
						p:Kick("Too much time waiting for more players")
					end
				end
				TimeToWait -= 1
				warn("Time left before kicking:", TimeToWait)
				task.wait(1)
			end		
		end)
	end
	
end)
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Check the documentation on the teleport service. You can send data while teleporting:

Edit: You can also check this post for example code in case you are confused:

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