Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.
Cleanup and reset
Time to code the last phase of the game: cleanup and reset. Code in this phase ensures that the game loops to intermission and that future matches start the same for each player.
Update the GUI
Before doing cleanup and reset, inform players how the game ended using the DisplayManager to show the appropriate status.
Get the winner's name
Start by getting the winning player's name if there was one. Previously, the code checked if the size of the active players table was down to 1. To get the remaining player's name, return the name at the first index of that table.
In PlayerManager, start a new module function named
getWinnerName().function PlayerManager.getWinnerName() end -- Events Players.PlayerAdded:Connect(onPlayerJoin)Add an if statement that runs if something exists in
activePlayers[1]. Although the table count was checked before, the player might have disconnected or left the game.function PlayerManager.getWinnerName() local winningPlayer = activePlayers[1] if winningPlayer then end endIn the if statement:
- Return the player's name.
- For the else, return an error string.
function PlayerManager.getWinnerName() local winningPlayer = activePlayers[1] if winningPlayer then return winningPlayer.Name else return "Error: No winning player found" end end
Get the end status
Use a module function to take information from the correct end state, whether the timer ends or one player is left. Then, send that state variable to DisplayManager to update the status GUI with the appropriate message.
In MatchManager, code a new module function named
getEndStatus()with a parameter namedendState. To store the message that will be sent, add an empty variable namedstatusToReturn.function MatchManager.prepareGame() playerManager.sendPlayersToMatch() matchStart:Fire() end function MatchManager.getEndStatus(endState) local statusToReturn end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManagerSet the value of
statusToReturnusing if and elseif statements. Check for the end state variables:FoundWinnerandTimerUp. For error checking, include an else at the end.function MatchManager.getEndStatus(endState) local statusToReturn if endState == gameSettings.endStates.FoundWinner then elseif endState == gameSettings.endStates.TimerUp then else end endAdd the following for each condition:
FoundWinner- A variable for the winner using
playerManager.getWinnerName(). - Update
statusToReturnwith a string announcing the winner.
TimerUp- Update
statusToReturnwith a string announcing time ran out.
Else- Update
statusToReturnwith an error message in case there are issues with getting the end game message.
function MatchManager.getEndStatus(endState) local statusToReturn if endState == gameSettings.endStates.FoundWinner then local winnerName = playerManager.getWinnerName() statusToReturn = "Winner is : " .. winnerName elseif endState == gameSettings.endStates.TimerUp then statusToReturn = "Time ran out!" else statusToReturn = "Error found" end end- A variable for the winner using
Send back the message by typing
return statusToReturn.function MatchManager.getEndStatus(endState) local statusToReturn if endState == gameSettings.endStates.FoundWinner then local winnerName = playerManager.getWinnerName() statusToReturn = "Winner is : " .. winnerName elseif endState == gameSettings.endStates.TimerUp then statusToReturn = "Time ran out!" else statusToReturn = "Error found" end return statusToReturn end
Display and test
Get the updated announcement in GameManager and display it to the players using the DisplayManager.
Open GameManager. In the while true do loop, delete the last print statement. Then, create a variable named endStatus. Set it equal to calling
matchManager.getEndStatus(endState).while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) endTo display the returned message in the GUI label, call
displayManager.updateStatus()and pass inendStatus.local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus)So the game pauses to let players see the message, add a wait using
transitionTime.local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) task.wait(gameSettings.transitionTime)Start a test server and check that players see the following messages for the time up and winning player conditions.
<img src="https://prod.docsiteassets.roblox.com/assets/education/battle-royale-series/arena_7_showDifferentGUI_timeOut.jpg" />
Time is up condition
<img src="https://prod.docsiteassets.roblox.com/assets/education/battle-royale-series/arena_7_showDifferentGUI_foundWinner.jpg" /> Winning player condition
Troubleshooting tips
At this point, you're unable to see the messages, try one of the following below.
- If your end status message is "Error Found", none of the conditions were successful. Check the code in
MatchManager.getEndStatus()against the code samples. - If the end status doesn't display, check that
task.wait(gameSettings.transitionTime)is after sending the message to displayManager.
Start new matches
Before starting a new match, there will be a brief transition. This gives players time to see the end status and makes being teleported to the lobby feel less sudden.
At the end of the transition, remaining players will be removed from the arena, and all of the code will reset. This ensures that players will start the next match with a clean version of the game.
Handle transitions
When players move into the transition state, remove their weapons.
In PlayerManager, find the local functions. Copy and paste the highlighted code for
removePlayerWeapon()below. The code will remove an individual player's weapon if it's actively equipped or in the player's backpack.local function removePlayerWeapon(whichPlayer) -- Check to see if a player exist in case they disconnected or left. if whichPlayer then local character = whichPlayer.Character -- If the player has it currently on their character local weapon = character:FindFirstChild("Weapon") if weapon then weapon:Destroy() end -- If the player has the weapon in their backpack local backpackWeapon = whichPlayer.Backpack:FindFirstChild("Weapon") if backpackWeapon then backpackWeapon:Destroy() end else print("No player to remove weapon") end endStart a new module function named
removeAllWeapons().function PlayerManager.removeAllWeapons() end -- Events Players.PlayerAdded:Connect(onPlayerJoin) return PlayerManagerIn that function, use a for loop to go through the active players table. In the loop, call
removePlayerWeapon()and pass in the player found.function PlayerManager.removeAllWeapons() for playerKey, whichPlayer in activePlayers do removePlayerWeapon(whichPlayer) end end
Clean between matches
Cleanup will be its own function in MatchManager. For now, cleanup will just use that previously created function to remove player weapons. As you expand the game, more can be added, such as functions to reset a map that changed during a match.
Open MatchManager. Add a new module function named
cleanupMatch(). In that function, callplayerManager.removeAllWeapons().function MatchManager.cleanupMatch() playerManager.removeAllWeapons() end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManagerNext, call the cleanup function. Open GameManager and find the while true do loop. So players have weapons removed during the ending intermission, call
matchManager.cleanupMatch()before the lasttask.wait().while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) matchManager.cleanupMatch() task.wait(gameSettings.transitionTime) endStart a test server and run a match. Wait for the timer to run out and confirm that the player's weapon is removed during the end game intermission.
<img src="https://prod.docsiteassets.roblox.com/assets/education/battle-royale-series/arena_7_showPlayerWeapons_withWeapon.jpg" />
During a match
<img src="https://prod.docsiteassets.roblox.com/assets/education/battle-royale-series/arena_7_showPlayerWeapons_withoutWeapon.jpg" /> After the match
Reset matches
You may have noticed a few other things in the game, like players still being in the arena after a match ends. With the match cleaned up, next reset the game. This includes sending players in the arena back into the lobby and clearing the active players table. With a reset in place, a game loop can run indefinitely.
First, start a function to send players back to the lobby.
In PlayerManager:
- Create a module function named
resetPlayers(). - Add a for loop to iterate through activePlayers.
- In the loop, call
respawnPlayerInLobby()and pass in the player as the parameter.
function PlayerManager.resetPlayers() for playerKey, whichPlayer in activePlayers do respawnPlayerInLobby(whichPlayer) end end -- Events Players.PlayerAdded:Connect(onPlayerJoin) return PlayerManager- Create a module function named
Make sure the
activePlayerstable is empty for the next match by setting it equal to{}, which is a quick way of resetting to an empty table.function PlayerManager.resetPlayers() for playerKey, whichPlayer in activePlayers do respawnPlayerInLobby(whichPlayer) end activePlayers = {} endOpen MatchManager. Code a new module function named
resetMatch()and callplayerManager.resetPlayers().function MatchManager.resetMatch() playerManager.resetPlayers() end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManagerGo back to GameManager. At the end of the while true do loop, call
matchManager.resetMatch().while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) matchManager.cleanupMatch() task.wait(gameSettings.transitionTime) matchManager.resetMatch() endStart a test server and run a match. Confirm that you can at least go through two game loops without any errors.
Completed scripts
Below are completed scripts to double check your work.
GameManager script
-- Services
local ServerStorage = game:GetService("ServerStorage")
local Players = game:GetService("Players")
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local matchManager = require(moduleScripts:WaitForChild("MatchManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
local displayManager = require(moduleScripts:WaitForChild("DisplayManager"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchEnd = events:WaitForChild("MatchEnd")
while true do
displayManager.updateStatus("Waiting for Players")
repeat
task.wait(gameSettings.intermissionDuration)
until #Players:GetPlayers() >= gameSettings.minimumPlayers
displayManager.updateStatus("Get ready!")
task.wait(gameSettings.transitionTime)
matchManager.prepareGame()
local endState = matchEnd.Event:Wait()
local endStatus = matchManager.getEndStatus(endState)
displayManager.updateStatus(endStatus)
matchManager.cleanupMatch()
task.wait(gameSettings.transitionTime)
matchManager.resetMatch()
end
MatchManager script
local MatchManager = {}
-- Services
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local playerManager = require(moduleScripts:WaitForChild("PlayerManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
local displayManager = require(moduleScripts:WaitForChild("DisplayManager"))
local timer = require(moduleScripts:WaitForChild("Timer"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchStart = events:WaitForChild("MatchStart")
local matchEnd = events:WaitForChild("MatchEnd")
-- Values
local displayValues = ReplicatedStorage:WaitForChild("DisplayValues")
local timeLeft = displayValues:WaitForChild("TimeLeft")
-- Creates a new timer object to be used to keep track of match time.
local myTimer = timer.new()
-- Local Functions
local function stopTimer()
myTimer:stop()
end
local function timeUp()
matchEnd:Fire(gameSettings.endStates.TimerUp)
end
local function startTimer()
myTimer:start(gameSettings.matchDuration)
myTimer.finished:Connect(timeUp)
while myTimer:isRunning() do
-- Adding +1 makes sure the timer display ends at 1 instead of 0.
timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1
-- By not setting the time for wait, it offers more accurate looping
task.wait()
end
end
-- Module Functions
function MatchManager.prepareGame()
playerManager.sendPlayersToMatch()
matchStart:Fire()
end
function MatchManager.getEndStatus(endState)
local messageToReturn
if endState == gameSettings.endStates.FoundWinner then
local winnerName = playerManager.getWinnerName()
messageToReturn = "Winner is : " .. winnerName
elseif endState == gameSettings.endStates.TimerUp then
messageToReturn = "Time ran out!"
else
messageToReturn = "Error found"
end
return messageToReturn
end
function MatchManager.cleanupMatch()
playerManager.removeAllWeapons()
end
function MatchManager.resetMatch()
playerManager.resetPlayers()
end
matchStart.Event:Connect(startTimer)
matchEnd.Event:Connect(stopTimer)
return MatchManager
PlayerManager script
local PlayerManager = {}
-- Services
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
-- Modules
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchEnd = events:WaitForChild("MatchEnd")
-- Map Variables
local lobbySpawn = workspace.Lobby.StartSpawn
local arenaMap = workspace.Arena
local spawnLocations = arenaMap.SpawnLocations
-- Values
local displayValues = ReplicatedStorage:WaitForChild("DisplayValues")
local playersLeft = displayValues:WaitForChild("PlayersLeft")
-- Player Variables
local activePlayers = {}
local playerWeapon = ServerStorage.Weapon
local function checkPlayerCount()
if #activePlayers == 1 then
matchEnd:Fire(gameSettings.endStates.FoundWinner)
print("Found winner")
end
end
local function removeActivePlayer(player)
print("removing player")
for playerKey, whichPlayer in activePlayers do
if whichPlayer == player then
table.remove(activePlayers, playerKey)
playersLeft.Value = #activePlayers
checkPlayerCount()
end
end
end
local function respawnPlayerInLobby(player)
player.RespawnLocation = lobbySpawn
player:LoadCharacter()
end
local function preparePlayer(player, whichSpawn)
player.RespawnLocation = whichSpawn
player:LoadCharacter()
local character = player.Character or player.CharacterAdded:Wait()
-- Give the player a tool
local sword = playerWeapon:Clone()
sword.Parent = character
local humanoid = character:WaitForChild("Humanoid")
humanoid.Died:Connect(function()
respawnPlayerInLobby(player)
removeActivePlayer(player)
end)
end
local function onPlayerJoin(player)
player.RespawnLocation = lobbySpawn
end
local function removePlayerWeapon(whichPlayer)
-- Check to see if a player exist in case they disconnected or left.
if whichPlayer then
local character = whichPlayer.Character
-- If the player has it currently on their character
local weapon = character:FindFirstChild("Weapon")
if weapon then
weapon:Destroy()
end
-- If the player has the weapon in their backpack
local backpackWeapon = whichPlayer.Backpack:FindFirstChild("Weapon")
if backpackWeapon then
backpackWeapon:Destroy()
end
else
print("No player to remove weapon")
end
end
function PlayerManager.sendPlayersToMatch()
local availableSpawnPoints = spawnLocations:GetChildren()
for playerKey, whichPlayer in Players:GetPlayers() do
table.insert(activePlayers,whichPlayer)
-- Gets a spawn location and then removes it from the table so the next player gets the next spawn
local spawnLocation = table.remove(availableSpawnPoints, 1)
preparePlayer(whichPlayer, spawnLocation)
end
playersLeft.Value = #activePlayers
end
function PlayerManager.getWinnerName()
local winningPlayer = activePlayers[1]
if winningPlayer then
return winningPlayer.Name
else
return "Error: No player found"
end
end
function PlayerManager.removeAllWeapons()
for playerKey, whichPlayer in activePlayers do
removePlayerWeapon(whichPlayer)
end
end
function PlayerManager.resetPlayers()
for playerKey, whichPlayer in activePlayers do
respawnPlayerInLobby(whichPlayer)
end
activePlayers = {}
end
-- Events
Players.PlayerAdded:Connect(onPlayerJoin)
return PlayerManager