badfitz99
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| Joined: 01 May 2010 |
| Total Posts: 5854 |
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| 21 Jun 2014 07:31 PM |
game.Players.ChildAdded:connect(function(plr) if game.Workspace.Playing.Value == true then plr = nil end end) |
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| 21 Jun 2014 07:31 PM |
| It IS making plr nil. plr is a variable. If you want to kick players when they join (Bad idea, do not do it), use plr:Kick() |
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badfitz99
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| Joined: 01 May 2010 |
| Total Posts: 5854 |
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| 21 Jun 2014 07:33 PM |
| no, no. I'm trying to make it so if the player joins while the value is true, they are nil'd so they can't do anything. Only just move around |
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cxcharlie
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| Joined: 26 Aug 2009 |
| Total Posts: 1414 |
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| 21 Jun 2014 07:42 PM |
Workspace:WaitForChild(plr.Name).Parent = nil
thatll allow them to go around freely, and still technically be in game |
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| 21 Jun 2014 07:43 PM |
game.Players.PlayerAdded:connect(function(plr) --Use PlayerAdded instead. if game.Workspace.Playing.Value == true then repeat wait(1/60) until player.Character ~= nil --Wait until the player's Character isn't nil, just to be sure. plr.Character = nil --Make their character nil, not them. end end)
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