Sebery
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| Joined: 05 Apr 2014 |
| Total Posts: 182 |
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| 29 Sep 2015 01:44 AM |
Hello ROBLOX Community. Today i have a Question. I want to make a Teleport System if something starts. Like if the "Starting in: (NUMBER)" hits 0 that every Player gets teleported. But now i want to make that the Script Piece teleports these Players to the Map. But every Player to a different Location. So there are 6 Players in the Game and the Game starts, i want that the 6 Players are getting teleportet into the Map. There are like 12 Bricks named "Spawn" and i want that the 6 Players are getting randomly placed to these Bricks. But i want too that they are not spawning at the same brick.
I have already a little piece of Code. If someone is nice enough to revamp it that it works with my Request, then please remake it: (ROBLOX+ Code Translation)
local players = game:GetService("Players"):GetPlayers() if #players > 0 then local randomplayer = players[math.random(1,#players)] print(randomplayer.Name) end --the code below well teleport the players local pos = Vector3.new(100,2,100) local players = game:GetService("Players"):GetPlayers() if #players > 0 then for a= 1,#players do if players[a].Character~=nil then if players[a].Character:FindFirstChild("Torso")~=nil then players[a].Character.Torso.CFrame = CFrame.new(pos) end end end end
Greetings, Sebery. |
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tapuzi
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| Joined: 05 Jul 2014 |
| Total Posts: 162 |
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| 29 Sep 2015 03:46 AM |
i think you have to put the 'teleport-to-bricks' in a table and randomly pick a brick whose location will become the 'next-player-to-be-teleporteds' teleport destination. To ensure nobody else goes to that location you have to remove the relevent brick from the table before you teleport again. Depending on whether the map is messy or ordered you might want to remove the remaining 'teleport-to-bricks' after all players are teleported.
Where's my chips? |
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tapuzi
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| Joined: 05 Jul 2014 |
| Total Posts: 162 |
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| 29 Sep 2015 04:34 AM |
might work :-
contestants = {} for _, player in pairs(game.Players:GetPlayers()) do if player and player.Character then local humanoid = player.Character:WaitForChild("Humanoid") if humanoid and humanoid.Health > 0 then table.insert(contestants, player) end end end
local spawns = {} local stuff = game.workspace:GetChildren() for_,item in pairs(stuff) do if item.name == “Spawn” table.insert(spawns.item) end end
for _, player in pairs(contestants) do if player and player.Character and #spawns > 0 then local torso = player.Character:WaitForChild("Torso") local humanoid = player.Character:WaitForChild("Humanoid") local spawnindex = math.random(1, #spawns) local spawn = spawns[spawnindex] if spawn and torso and humanoid then .Health = 100 .WalkSpeed = 16 table.remove(spawns, spawnindex) torso.CFrame = CFrame.new(spawn.Position + Vector3.new(0, 3, 0)) end end end
– cleanup local stuff = game.workspace:GetChildren() for_,item in pairs(stuff) do if item.name == “Spawn” item:remove() end end
Where's my chips? |
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Sebery
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| Joined: 05 Apr 2014 |
| Total Posts: 182 |
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| 29 Sep 2015 04:39 AM |
*gives chips*
Greetings, Sebery. |
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