So, currently in my game I’m waiting for a specific amount of players to join the game and then I start doing things, but what’s weird is that the server code is executing but its not creating the grid after the print debug statement, and theres enough players because its getting past the task.wait()
statements
I have CharacterAutoLoads off, not sure why this would be an issue though?
The grid isnt being created, but weirdly the signal is being fired?
Here is the server script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Replicator = require(ReplicatedStorage.Replicator)
local Datastore = require(ReplicatedStorage.Datastore)
local RunService = game:GetService("RunService")
local NumberOfPlayersRequiredToStart = nil
game.Players.PlayerAdded:Connect(function(player)
local joinData = player:GetJoinData()
if joinData then
local Members = joinData.Members
if not NumberOfPlayersRequiredToStart and Members then
NumberOfPlayersRequiredToStart = #Members
end
end
if RunService:IsStudio() then
NumberOfPlayersRequiredToStart = 1
end
end)
repeat task.wait() until NumberOfPlayersRequiredToStart
repeat task.wait() until #game.Players:GetPlayers() >= NumberOfPlayersRequiredToStart
print("All players accounted for!")
local grid = {}
for j = 1, 3 do
grid[j] = {}
for k = 1, 3 do
grid[j][k] = {}
local area = nil
if j == 1 and k == 2 then
local SpawnLocation : SpawnLocation = Instance.new("SpawnLocation")
SpawnLocation.Parent = workspace
SpawnLocation.Position = Vector3.new(j * 64, 0, k * 64)
end
if j == 2 and k == 2 then
continue
else
area = ReplicatedStorage.Templates.Default:Clone()
area.Parent = workspace
area.Position = Vector3.new(j * 64, 0, k * 64)
area.Name = "Area" .. j .. k
end
end
end
task.wait(1)
if NumberOfPlayersRequiredToStart == 1 then
Replicator._signalClients("BeginningCutscene", true)
end