#need idea/help

1 messages · Page 1 of 1 (latest)

spring dagger
#
function RoundSystem:AssignPlayersToChairs()
    local players = self:GetActivePlayers()
    local availableChairs = self:GetAvailableChairs()
    players = self:ShuffleArray(players)
    availableChairs = self:ShuffleArray(availableChairs)

    self.assignedChairs = {}
    local assignmentCount = math.min(#players, #availableChairs)

    for i = 1, assignmentCount do
        self.assignedChairs[players[i]] = availableChairs[i]
    end

    return self.assignedChairs
end

function RoundSystem:TeleportPlayersToChairs()
    for player, seat in pairs(self.assignedChairs) do
        if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then
            local character = player.Character
            local seatCFrame = seat.CFrame
            local offsetY = 2.5
            local targetCFrame = seatCFrame + Vector3.new(0, offsetY, 0)
            character:PivotTo(targetCFrame)
            if character:FindFirstChild("Humanoid") then
                character.Humanoid.Sit = true
                seat:Sit(character.Humanoid)
            end
        end
    end
end

function RoundSystem:GetAvailableChairs()
    local availableChairs = {}
    for i = 1, 6 do
        local chair = chairs:FindFirstChild("Chair" .. i)
        if chair and chair:FindFirstChild("Seat") then
            table.insert(availableChairs, chair.Seat)
        end
    end
    return availableChairs
end```


Hello, so this is my current function of the teleporting to chairs system is similar to breaking point however the teleport is inaccurate and it doesn't even seat the player it tilts and its very buggy.
potent dirge
spring dagger