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| 20 Dec 2015 06:59 PM |
| Hey, Any ideas on how to shutdown a game while in it. I tried using kicking game.Players:GetChildren() but it didn't work for everyone. Any ideas on such? |
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| 20 Dec 2015 07:13 PM |
local players=game.Players:GetPlayers() for i=1,#players do local player=players[i] player:Kick() end
game.Players.PlayerAdded:connect(function(player) player:Kick() end) |
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| 20 Dec 2015 07:13 PM |
local players = game.Players:players(); for i,v in ipairs(players) do v:Kick() end function destroyServer() print() destroyServer() end destroyServer() -- in case anyone is left, they will be crashed including the server |
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| 20 Dec 2015 07:14 PM |
local players=game.Players:GetPlayers() for i=1,#players do local player=players[i] player:Kick("Shutting Down...") end
game.Players.PlayerAdded:connect(function(player) player:Kick("Shutting Down...") end) |
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cgjnm
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| Joined: 22 Dec 2011 |
| Total Posts: 2347 |
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| 20 Dec 2015 07:15 PM |
function ShutDown() while true do print() end end
if SoAndSo then ShutDown() end |
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| 20 Dec 2015 07:29 PM |
| Kick() won't work if you're using it from the client. |
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| 20 Dec 2015 07:32 PM |
Put a remote event in replicated storage that you can fire from the client.
--In a server script do this:
local e=game.ReplicatedStorage.Shutown
e.OnServerEvent:connect(function(player) local players=game.Players:GetPlayers() for i=1,#players do local player=players[i] player:Kick("Shutting Down...") end
game.Players.PlayerAdded:connect(function(player) player:Kick("Shutting Down...") end) end)
--From a local script you can go like this:
local e=game.ReplicatedStorage.Shutdown e:FireServer() |
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| 20 Dec 2015 08:55 PM |
| Would inputting an infinite loop when the function was called, thus crashing everyone, be bad? :3 |
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