Hi. I’m reposting a previous topic I made since I couldn’t get a proper answer to it last time. Is there a way to script the BGM for your map to be not looped? I’m trying to make a certain map and this is proven to be a bit of a problem at the end of it. When it’s completed and the music sounds like it’s about to stop, it just loops and starts all over again. Again, any help on this topic would be very much appreciated
with the EventString’s lack of functionalities, i doubt there’s even a way to stop the bgm from looping. sorry!
local bgm = game.Players.LocalPlayer.PlayerScripts.BGM_Folder:FindFirstChild(“BGM”) if bgm then bgm.Playing = false wait(0.1) bgm.Looped = false bgm.Playing = true end
Have you tested this and it 100% works?
i mean that’s billie’s script not mine you just set it’s Looped or Looping or whatever to false
Alright, does it go in EventScript or LocalEventScript?
Doesn’t work. Typical.
guess billie’s script didn’t work
lmao I didnt see this but I already solved it with uncom in dms, if anyone is wondering here is how:
-- Local Script local BGM = game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("BGM_Folder"):WaitForChild("BGM") BGM.Looped = false
-- Event Script for k, v in pairs(game.Players:GetPlayers()) do if v.Character and v.Character:FindFirstChild("BGMFalseLoop") == nil then local cloned = script.Parent.BGMFalseLoop:Clone() cloned.Parent = v.Character cloned.Disabled = false end end
Kinda wondered why dusk snows bgm looped at 1.59.00 in map test
and also max time of the map is 1:59, not 2:00