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| 07 Oct 2011 07:49 PM |
The following script has no output and the countdown does not work. Any help.
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while true do wait(1) -- This one is for making sure the loop actually works, and the map loads. -- Lets get to cloning! :D
game.Lighting.Mapchange.Map1:clone().Parent = game.Workspace -- Make a model named Mapchange and put it inside of Lighting. Inside of that, put your first map model and rename it to Map1
for i=10,1,-1 do --the countdown (for loop)
game.StarterGui.TimeGui.Clock.TextBox.Text = ""..i.."" wait(1)
end
wait(180) -- Time until the next map .
local m = Instance.new("Message") -- Creates a new message. But where? It could go anywhere! Lets check it out on the next line m.Parent = game.Workspace -- Ok. Now we know that if m is equal to the message, we can use the Parent function thing to make the games Workspace the parent. m.Text = "Loading: Map2" -- Using the Text thingy, we can change the text of the new message parented in workspace
game.Workspace.Map1:remove() -- removed map1
wait(180) -- Just a wait... m:Remove() -- We removed the message from existence after 5 seconds.
end
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OUTPUT:
None!!!!
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It should work. Mapchanging works. I just need the
for i=10,1,-1 do --the countdown (for loop)
game.StarterGui.TimeGui.Clock.TextBox.Text = ""..i.."" wait(1)
end
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To work. Whats wrong?? I have a TimeGui inside StarterGui. And inside TimeGui theres a Frame called Clock and inside that is a TextBox. Any help?? |
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| 07 Oct 2011 07:58 PM |
"wait(180) -- Just a wait... m:Remove() -- We removed the message from existence after 5 seconds."
"180" "5 seconds"
...youre kidding right
also, that part that doesnt work actually does work, its just that youre changing the wrong thing. you have to change the text of the guis in all the players playerguis.
for i,v in next, game.Players:GetPlayers() do -- iterate through all the players in your game v.PlayerGui.Whatever.SomethingElse.Text = i -- dont really need the concatenation end |
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| 07 Oct 2011 08:00 PM |
| Hmmm..... Anyone who can also help a little to make it work smoother? |
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| 07 Oct 2011 08:02 PM |
| Wait....In next? What? How do I change how many seconds it will countdown from??? |
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| 07 Oct 2011 08:05 PM |
this is how pairs works:
function pairs(t) return next, t, nil end
so basically, this
for i,v in pairs(x) do
is the same as this
for i,v in next, x do
k
and if you cant figure out how to change the seconds, then i doubt that you wrote that entire script :l |
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| 07 Oct 2011 08:11 PM |
| I wrote it, just not the countdown. I always had trouble with countdowns. Can you provide a wiki link that will have a tutorial and explanation. |
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| 07 Oct 2011 08:12 PM |
see if this link works, i dont feel like getting it from the actual page
wiki.roblox.com/index.php/User:Crazypotato4/Test_2#For
if not, jut go to the page and scroll to the part on for loops
that should teach you what you need to know in order for it to work :l |
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| 07 Oct 2011 08:19 PM |
| It helped me lern quite a bit. But i'm still trying to find the for i,v one. I got the For i,1,10 do one. |
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| 07 Oct 2011 08:20 PM |
i havent gotten to that part yet D:
you can search 'generic for' on the wiki and there should be a page on the loop in question. |
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| 07 Oct 2011 08:22 PM |
| Roblox wiki can be so unhelpful when it comes to generic for's. D: They wrote a sentence on it. It didnt really help. :( Can you rewrite my script in a way it would work? It would be very helpful. Thanks! :D |
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| 07 Oct 2011 08:45 PM |
| Bump? I still need help you know.... |
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| 07 Oct 2011 08:48 PM |
i searched for generic for, and got this page, which i find quite good on explaining the generic for loop
http://wiki.roblox.com/index.php/Generic_for |
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dirk29
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| Joined: 26 May 2010 |
| Total Posts: 1142 |
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| 07 Oct 2011 08:56 PM |
while true do wait(1) -- This one is for making sure the loop actually works, and the map loads. -- Lets get to cloning! :D
game.Lighting.Mapchange.Map1:clone().Parent = game.Workspace -- Make a model named Mapchange and put it inside of Lighting. Inside of that, put your first map model and rename it to Map1
for i,v in pairs(game.Players:GetPLayers()) do for i = 10,1,-1 do v.PlayerGui.TimeGui.Clock.TextBox.Text = ""..i..""
wait(1)
end end
wait(180) -- Time until the next map .
local m = Instance.new("Message") -- Creates a new message. But where? It could go anywhere! Lets check it out on the next line m.Parent = game.Workspace -- Ok. Now we know that if m is equal to the message, we can use the Parent function thing to make the games Workspace the parent. m.Text = "Loading: Map2" -- Using the Text thingy, we can change the text of the new message parented in workspace
game.Workspace.Map1:remove() -- removed map1
wait(180) -- Just a wait... m:Remove() -- We removed the message from existence after 5 seconds.
end |
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| 07 Oct 2011 09:35 PM |
| Thanks! Works like a charm! |
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| 07 Oct 2011 09:45 PM |
| Wait. Only works in test. In regular mode it just says TextBox (did not change text). Then it goes blank after 10 secs. Any idea? But, thanks for helping, it atleast gave me a start! |
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dirk29
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| Joined: 26 May 2010 |
| Total Posts: 1142 |
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| 08 Oct 2011 09:42 AM |
while true do wait(1) -- This one is for making sure the loop actually works, and the map loads. -- Lets get to cloning! :D
game.Lighting.Mapchange.Map1:clone().Parent = game.Workspace -- Make a model named Mapchange and put it inside of Lighting. Inside of that, put your first map model and rename it to Map1
for i,v in pairs(game.Players:GetPlayers()) do for i = 10,1,-1 do v.PlayerGui.TimeGui.Clock.TextBox.Text = ""..i..""
wait(1)
end end
wait(180) -- Time until the next map .
local m = Instance.new("Message") -- Creates a new message. But where? It could go anywhere! Lets check it out on the next line m.Parent = game.Workspace -- Ok. Now we know that if m is equal to the message, we can use the Parent function thing to make the games Workspace the parent. m.Text = "Loading: Map2" -- Using the Text thingy, we can change the text of the new message parented in workspace
game.Workspace.Map1:remove() -- removed map1
wait(180) -- Just a wait... m:Remove() -- We removed the message from existence after 5 seconds.
end |
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| 08 Oct 2011 10:19 AM |
| Its the same thing but with Players instead of PLayers. I already tried that. It still is broken. :( |
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dirk29
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| Joined: 26 May 2010 |
| Total Posts: 1142 |
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| 08 Oct 2011 09:36 PM |
| Uhm ill try to contact one of my scripter friends for this. |
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| 09 Oct 2011 06:21 AM |
| Ok! Thanks dirk! Also, its a bit glitchey. Even in test. In test atleast the count down works, but when ever you left click (FOr guns, sword, walking...) it starts to flicker and it gets annoying... |
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| 10 Oct 2011 07:33 PM |
Ok now i relate to your problem as a minigame script. ok so say its down to the last 10 secounds of a minigame and you want your users to know that so using this info and everything that uve customised ive made a personal script for you I shall pm it to u. It should work and all the maps you have need to be around he exact same size or you'll have some problems... and mad players. Hope it helps!
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| 21 Oct 2011 04:09 PM |
| Help? Can someone help make this work, teleport people to a waiting room, have a 30 second rest and the countidown in the waiting room, and it to show who is left from each round. And I need it if you die before the round is over, you have to wait until the next round. |
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| 21 Oct 2011 04:13 PM |
for i=10,1,-1 do --the countdown (for loop) game.StarterGui.TimeGui.Clock.TextBox.Text = ""..i.."" wait(1) end
Replace this, with this
for i = 10, 1, -1 do
for _, player in pairs(Game:GetService("Players"):GetPlayers()) do pcall(function() -- ignores errors player.PlayerGui.TimeGui.Clock.TextBox.Text = i end) end
wait(1)
end |
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| 22 Oct 2011 05:55 PM |
| still flickers, and needs work. |
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