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Dark_Yugi
#139271823Saturday, July 05, 2014 2:06 AM GMT

for i,plr in pairs(plrs) do if plr.Character ~= nil then lastSpawnPointUsed = lastSpawnPointUsed + 1 plr.Character:MoveTo(Map.SpawnPoints:GetChildren()[lastSpawnPointUsed].Position) end end How would I make it more randomized?
swimguy777
#139271949Saturday, July 05, 2014 2:07 AM GMT

Spawns = Map.SpawnPoints:GetChildren() plr.Characer:MoveTo(Spawns[math.random(1,#Spawns)].Position) -[::ƧѡÎḾḠΰῩ::]-[::Helper of Scripting and Writer of Wikis::]
Dark_Yugi
#139272317Saturday, July 05, 2014 2:12 AM GMT

I fixed your mistake and it still didn't work; they don't even go to the spawns.
swimguy777
#139272825Saturday, July 05, 2014 2:18 AM GMT

Huh, weird. Try this Spawns = Map.SpawnPoints:GetChildren() for i,plr in pairs(plrs) do if plr.Character ~= nil then plr.Character:MoveTo(Spawns[math.random(1, #Spawns)].Position) end end -[::ƧѡÎḾḠΰῩ::]-[::Helper of Scripting and Writer of Wikis::]
Dark_Yugi
#139280831Saturday, July 05, 2014 3:54 AM GMT

It works; but now people spawn at the exact same one every time.
nobbers12345
#139281640Saturday, July 05, 2014 4:04 AM GMT

The General Idea Every time a script in a place uses the math.random function, the random generator generates a random number. However, the random number generator is deterministic. It uses the last random number to generate the next random number. When the scripts starts, the "first" random number is always the same. So every time the script is ran, the same random number sequence will be generated, as in the test at the top of this page. I hate the LGBT. Those laser guided battle tanks are just too damn powerful.
robomax11
#139282521Saturday, July 05, 2014 4:16 AM GMT

Spawns = Map.SpawnPoints:GetChildren() for i,plr in pairs(plrs) do coroutine.resume(coroutine.create(function() if plr.Character ~= nil then plr.Character:MoveTo(Spawns[math.random(1, #Spawns)].Position) end end)) end siggys r stupid
Dark_Yugi
#139282640Saturday, July 05, 2014 4:17 AM GMT

I achieved randomness by using Spawns = Map.SpawnPoints:GetChildren() lastSpawnPointUsed = 0 for i,plr in pairs(plrs) do if plr.Character ~= nil then lastSpawnPointUsed = lastSpawnPointUsed + 1 plr.Character:MoveTo(Spawns[math.random(lastSpawnPointUsed, #Spawns)].Position) end end

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