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| 09 Oct 2015 09:25 PM |
i just noticed a problem with my count down. if you wanna chat add me or comment :(
"Splish Splosh Sploch" |
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| 09 Oct 2015 09:25 PM |
post the script
"if something is touch, can it move or shake?" -57M |
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| 09 Oct 2015 09:27 PM |
if you reset timer re begins for you but stays the same for other players.
if game.Players.NumPlayers == 2 then for i = 30, 1, -1 do Begin1.Text = "Mk Good Lets begin in "..i wait(1)
"Splish Splosh Sploch" |
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| 09 Oct 2015 09:31 PM |
| time ain't quantative, gurl(?) |
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| 09 Oct 2015 09:31 PM |
Am really lost is this because its in player GUI so just for that specific player? I need it to be for everyone,
Player 1 joins No timer
Player 2 joins Only timer for player 2
Player one resets Timer begins but behind player 2's |
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Goulstem
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| Joined: 04 Jul 2012 |
| Total Posts: 7177 |
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| 09 Oct 2015 09:40 PM |
| You just need to reference the time amount on the server. Display it on the client. |
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| 09 Oct 2015 09:43 PM |
| Um.. "Reference" please explain. :^( |
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Goulstem
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| Joined: 04 Jul 2012 |
| Total Posts: 7177 |
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| 10 Oct 2015 12:52 PM |
Have all the time mechanics on the server.. in a value or something. Then.. on the client, reference the value from the server. So it will be the same on all clients. What you're doing right now is having the mechanics on the client so if one resets so will the timer.
local val = workspace.TimeValue;
val.Changed:connect(function(i) Begin1.Text = "Mk Good Lets begin in "..i end) |
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