iPremiumZ
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| Joined: 23 Jan 2012 |
| Total Posts: 6834 |
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| 14 Apr 2012 11:22 AM |
local g = game.Workspace.Ready
g.Changed:connect(function() script.Parent.Text = "The Game Is Starting..." wait(5) --------------- coroutine.wrap(function() for index, value in pairs(Game.Players:GetPlayers()) do pcall(function() value.Character:MoveTo(Vector3.new(-68.5, 0.6, -161.5)) end) end end)() --------------- wait(1) script.Parent.Text = "Get To Your Base!" wait(3) for i = 30,1,-1 do script.Parent.Text = i g = game.Workspace.InvisWalls:GetChildren() for i = 1,#g do g.CanCollide = true wait() for i = 150,1,-1 do script.Parent.Text = "Building Time Left: "..i wait() end
end end
end) |
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| 14 Apr 2012 11:23 AM |
| Well, could you provide a description at least? |
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iPremiumZ
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| Joined: 23 Jan 2012 |
| Total Posts: 6834 |
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| 14 Apr 2012 11:29 AM |
Sorry, I need to change something on it. MNN made the teleport part for me, is there any way that I can choose 6 positions, and make each player tele to a random one?
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miz656
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| Joined: 19 Jul 2010 |
| Total Posts: 15336 |
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| 14 Apr 2012 11:49 AM |
local g = game.Workspace.Ready
g.Changed:connect(function() script.Parent.Text = "The Game Is Starting..." wait(5) --------------- coroutine.wrap(function() for index, value in pairs(Game.Players:GetPlayers()) do pcall(function() value.Character.Torso.CFrame = CFrame.new(-68.5, 0.6, -161.5) end) end end) wrap() --------------- wait(1) script.Parent.Text = "Get To Your Base!" wait(3) for i = 30,1,-1 do script.Parent.Text = i end g = game.Workspace.InvisWalls:GetChildren() for i = 1,#g do if g[i].ClassName == "Part" then g.CanCollide = true wait() end end for i = 150,1,-1 do script.Parent.Text = "Building Time Left: "..i wait() end
end)
I really wasn't sure what you wanted. . . So not sure if that'll work. But, whatever. We'll see. Might error, because I couldn't check the ends
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iPremiumZ
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| Joined: 23 Jan 2012 |
| Total Posts: 6834 |
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| 14 Apr 2012 11:53 AM |
| @ miz, I wanted to be able to make it so that each player went to a different location that I choose. |
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miz656
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| Joined: 19 Jul 2010 |
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| 14 Apr 2012 11:56 AM |
Then why do I see script.Parent.Text and such?
Did my script work? Did you test it? |
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iPremiumZ
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| Joined: 23 Jan 2012 |
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| 14 Apr 2012 11:58 AM |
| Your script did not work, the reason you see the script.Parent.Text's are there because it's in a gui, also what I'm trying to do is that it teleports the players, and I need it to teleport them to 6 specific locations. Thanks |
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miz656
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| Joined: 19 Jul 2010 |
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| 14 Apr 2012 12:02 PM |
Did my script error in anyway? Because I didn't check the ends . . .
And from what I see, youhave once position. |
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iPremiumZ
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| Joined: 23 Jan 2012 |
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| 14 Apr 2012 12:04 PM |
I know @ miz, I am wondering how to make it so that I can put in 6 positiong and that each player will go to their own position. This script works here:
local g = game.Workspace.Ready
g.Changed:connect(function() script.Parent.Text = "The Game Is Starting..." wait(5) --------------- coroutine.wrap(function() for index, value in pairs(Game.Players:GetPlayers()) do pcall(function() value.Character:MoveTo(Vector3.new(-68.5, 0.6, -161.5)) end) end end)() --------------- wait(1) script.Parent.Text = "Get Ready" wait(5) g = game.Workspace.InvisWalls:GetChildren() for i = 1,#g do g.CanCollide = true wait(15) for i = 150,1,-1 do script.Parent.Text = "Building Time Left: "..i wait(1) end end end) |
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miz656
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| Joined: 19 Jul 2010 |
| Total Posts: 15336 |
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| 14 Apr 2012 12:06 PM |
| Wait, so the script works, you just want all the players to move into a different position? |
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iPremiumZ
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| Joined: 23 Jan 2012 |
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| 14 Apr 2012 12:07 PM |
| Yes, I messed up on the title. |
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miz656
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| Joined: 19 Jul 2010 |
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| 14 Apr 2012 12:09 PM |
Put all the players into a table,
Then index the table to the position.
Example
tab = {} for i,v in pairs(game.Players:GetPlayers()) do table.insert(tab,v.Name) end game.Players[tab[1]].Character.Torso.CFrame = CFrame.new() game.Players[tab[2]].Character.Torso.CFrame = CFrame.new()
And so on. . .
Kinda inefficient, but that's one way to do it. |
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| 14 Apr 2012 12:10 PM |
If you want the locations to be randomly selected, then here.
positions = {position1, position2, position3) --Insert Vector3 values into this table
local g = game.Workspace.Ready
g.Changed:connect(function() script.Parent.Text = "The Game Is Starting..." wait(5) --------------- coroutine.wrap(function() for index, value in pairs(Game.Players:GetPlayers()) do pcall(function() value.Character:MoveTo(position[math.random(1,#positions)]) end) end end)() --------------- wait(1) script.Parent.Text = "Get Ready" wait(5) g = game.Workspace.InvisWalls:GetChildren() for i = 1,#g do g.CanCollide = true wait(15) for i = 150,1,-1 do script.Parent.Text = "Building Time Left: "..i wait(1) end end end) |
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miz656
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| Joined: 19 Jul 2010 |
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| 14 Apr 2012 12:11 PM |
^
His idea is better, but both ways would work. |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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| 14 Apr 2012 12:33 PM |
@ dark, I tried, it didn't work positions = {70, 1, -34, 70, 1, -162, 70, 1, -290, -205, 1, -290, -205, 1, -162, -205, 1, -34)
local g = game.Workspace.Ready
g.Changed:connect(function() script.Parent.Text = "The Game Is Starting..." wait(5) --------------- coroutine.wrap(function() for index, value in pairs(Game.Players:GetPlayers()) do pcall(function() value.Character:MoveTo(position[math.random(1,#positions)]) end) end end)() --------------- wait(1) script.Parent.Text = "Get Ready" wait(5) g = game.Workspace.InvisWalls:GetChildren() for i = 1,#g do g.CanCollide = true wait(15) for i = 150,1,-1 do script.Parent.Text = "Building Time Left: "..i wait(1) end end end)
-- iPremiumZ |
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Quovis
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| Joined: 24 Mar 2012 |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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| 14 Apr 2012 01:33 PM |
| OHOHOHOHOHHAWHAWHHWHHHAHAHAHAAAAHHAHAAHHAAA |
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| 14 Apr 2012 01:40 PM |
| positions = {Vector3.new(70, 1, -34),Vector3.new( 70, 1, -162),Vector3.new( 70, 1, -290),Vector3.new( -205, 1, -290, -205), Vector3.new(1, -162, -205),Vector3.new(SOME OTHER POSITION!} |
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Quovis
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| Joined: 24 Mar 2012 |
| Total Posts: 494 |
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| 14 Apr 2012 01:51 PM |
Still doesn't work, like it doesn't do anything anymore. qq
positions = {Vector3.new(70, 1, -34),Vector3.new( 70, 1, -162),Vector3.new( 70, 1, -290),Vector3.new( -205, 1, -290, -205), Vector3.new(1, -162, -205),Vector3.new(-205, 1, -34}
local g = game.Workspace.Ready
g.Changed:connect(function() script.Parent.Text = "The Game Is Starting..." wait(5) --------------- coroutine.wrap(function() for index, value in pairs(Game.Players:GetPlayers()) do pcall(function() value.Character:MoveTo(position[math.random(1,#positions)]) end) end end)() --------------- wait(1) script.Parent.Text = "Get Ready" wait(5) g = game.Workspace.InvisWalls:GetChildren() for i = 1,#g do g.CanCollide = true wait(15) for i = 150,1,-1 do script.Parent.Text = "Building Time Left: "..i wait(1) end end end) |
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Quovis
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| Joined: 24 Mar 2012 |
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