After reading about :TeleportToPrivateServer(), I see that there can be tuple arguements that can be sent over to the place that the players are being sent to:
however, since I am using reserved servers, I’ve hit a snag. Anything I send over returns nil when I use :GetLocalPlayerTeleportData() -
local TeleportService = game:GetService("TeleportService")
local TeleportData = TeleportService:GetLocalPlayerTeleportData()
print(TeleportData)
I have tried this both in a local and server script but both produce nil.
This is what my teleport script looks like:
local reservedServer = TeleportService:ReserveServer(5850956879)
TeleportService:TeleportToPrivateServer(5850956879, reservedServer,QueueTable,"Hello Darkness My Old Friend")
(obviously just a test string)
I need this for my game because I want to wait for all the players who teleported to join the game before the game itself actually starts.
If I’m unable to use this, is there anyway I could attempt something like this?
Thanks!
EDIT: I found the issue, It thought I was sending over a spawn location string. However, my other question still stands: How can I make the game wait until all the players have joined? This only sends data to the character and not the game.