What is causing of the issue, Why the round won't starts?

What i want to achieve? The cutscene plays on every client and the server waiting until the cutscene had finished
It won’t start if the player had AFK.
How i can improve this??
Thanks!

Client

print("bruh")

warn(script:GetFullName())
Camera = workspace.CurrentCamera
TS = game:GetService("TweenService")
Info = TweenInfo.new(3.5, Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,0)
RS = game:GetService('RunService')
lastselected =nil
function TweenCamera(RelativePoint)
	
	return RelativePoint
	end

game.ReplicatedStorage.Network.Camera.Play.OnClientEvent:Connect(function(Points)
	Camera.CameraType = Enum.CameraType.Scriptable
	Camera.CFrame = Points[1].CFrame
	lastselected = Points[#Points]
	for _,v in ipairs(Points) do
			local Table = {
	
	CFrame = v.CFrame
	
	}
	local Point = TS:Create(Camera,Info,Table)
	Point:Play()
	
	Point.Completed:Wait()
	Point =nil
	Table = nil
	end
	Camera.CameraType = Enum.CameraType.Custom
	game.ReplicatedStorage.Network.Camera.Stop:FireServer() -- Fires on the server
end)

Server

Modules = game.ReplicatedStorage:WaitForChild("Modules")
GameModule = require(Modules.Game)
SoundSystem = require(Modules.SoundSystem)
Class = require(Modules.Class)
CS  = game:GetService("CollectionService")
self = script.Parent

print("hey")
for i,v in pairs(game.Players:GetPlayers())do
	if CS:HasTag(v.Character,"Contestant") then
	if v.AFK.Value == true then
		v.Character:BreakJoints()
	else
		print("heys")
		game.ReplicatedStorage.Network.Gameplay.SwordEnable:FireClient(v)
		game.ReplicatedStorage.Network.Camera.Play:FireClient(v,self.Parent.Cameras.Points:GetChildren()) -- fires on client
	end
	end
end

game.ReplicatedStorage.Network.Camera.Stop.OnServerEvent:Wait() -- Issue?

game.Chat.GameState.Value = "In-game"

SoundSystem:PlaySound(3064420455,true,"Change Theme")
--for i = 10,0,-1 do
--	GameModule:UpdateMsg("Count",tostring(i))
--	wait(1)
--end
wait(1)
for i = 120,0,-1 do
	if #CS:GetTagged("Contestant") == 0 then
		break
	else
		GameModule:UpdateMsg("Count",tostring(i))
	end
	if i == 30 then
		SoundSystem:PlaySound(0,true,"Hurry up!")
	end
	wait(1)
end

for i,v in pairs(game.Players:GetPlayers())do
	 CS:RemoveTag(v.Character,"Contestant")
end
wait(1)

game.Chat.GameState.Value = "Finish"

Can you be more specific in what you need help with

What doesn’t start if a player has AFK
The cutscene?
The round?

I need help on the round one. What’s the is the causing it?

Heres what I think is wrong

GetTagged might be returning a dictionary with keys that dont follow the 1, 2, 3… sequence, meaning running the ‘#’ on it returns 0

Other than that I cant really see what’s wrong here

I think it’s not on the tag one.

How about that stop Remote event?

Ok so, that event :Wait seems a bit flawed because not everyone has the same speed when it comes to the camera, that won’t care if 90% of the clients haven’t finished, if one fires it, it’ll continue the code

There are any solutions for it? to fix it??

local value = Event:Wait() is the syntax to the wait statement, remote events (when calling from a client, ALWAYS returns the player who called it)

So, should i move to the remote event??

But i need to secure cutscene had finishes on the players only will participate on the round only…

so your problem is, if any player has the AFK boolvalue set to true, it doesn’t start the game for anyone.

This is not related to the stop remote event

So… What’s causing it??? If This not related to one remote event that yields?

Have you tried testing with more than one player? Studio has a feature where you can start up to 8 roblox clients in your game

Yes. I tested it with 5 players their AFK value is false and the rest of them are afk…

Question two: are the players actually getting tagged before hand, tags aren’t automatic

They tagged upon teleport…

Hmmmmmm… Statement issue???

Yielded.

As I’ve stated I cant seem to help you any further as, to the description you’ve given me, minus that buggy remote, the code should work fine