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| 12 Jun 2014 11:24 AM |
| Like What Im Talking About Is Like Games With Rounds Like Murder Mystery |
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teslobo
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| Joined: 27 Mar 2010 |
| Total Posts: 18828 |
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| 12 Jun 2014 11:27 AM |
| Do you have a concept other than there being rounds? |
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| 12 Jun 2014 11:55 AM |
Teslobo is kind of right, games with rounds can be quite generic.
However, they can still be fun.
while true do --intermission for i, = 30,1,-1 do wait(1) end --Teleport players to map for i,v in pairs(game.Players:GetPlayers()) do v.Character.Torso.CFrame = map.Spawns[math.random(1,#map.Spawns:GetChildren())].CFrame + Vector3.new(0,3,0) end --Wait for match to end for i, = 120,1,-1 do wait(1) end --Put players back in lobby for i,v in pairs(game.Players:GetPlayers()) do v.Character.Torso.CFrame = lobby.Spawns[math.random(1,#lobby.Spawns:GetChildren())].CFrame + Vector3.new(0,3,0) end end |
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teslobo
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| Joined: 27 Mar 2010 |
| Total Posts: 18828 |
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| 12 Jun 2014 11:59 AM |
I'm not saying games with rounds are generic at all. You're just saying 'games with rounds'.
That can range from FPS to obby, so you're going to have to elaborate on that. |
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| 13 Jun 2014 09:35 AM |
| hmm im liking that script ill test it out! |
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Solotaire
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| Joined: 30 Jul 2009 |
| Total Posts: 30356 |
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| 13 Jun 2014 12:53 PM |
"for i, = 30,1,-1 do wait(1) end"
Why not just wait(30)? I understand the one in the middle of the round using a loop, because you may want to be checking something in the script (although you may need to do that more than once per second), but you usually don't need to update each second in the intermission. |
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morash
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| Joined: 22 May 2010 |
| Total Posts: 5834 |
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| 13 Jun 2014 12:59 PM |
| ^Unless your telling players how much time they have left.^ |
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