This item is not replicated across Roblox’s server/client boundary.
The Team property is a reference to a
Team object within the
Teams service. It determines the team the player is on; if the
Player isn’t on a team or has an invalid
Player/TeamColor, this property is nil. When this property is set, the player has joined the
Team and the
Team/PlayerAdded event fires on the associated team. Similarly,
Team/PlayerRemoved fires when the property is unset from a certain
Join Team Command
This code sample allows any player to chat "/jointeam
local Players = game:GetService("Players") local Teams = game:GetService("Teams") -- Command to choose a team (note the trailing space) local joinCommand = "/jointeam " local function findTeamByName(name) -- First, check for the exact name of a team if Teams:FindFirstChild(name) then return Teams[name] end -- Let's check for case-insensitive partial matches, like "red" for "Red Robins" for _, team in pairs(Teams:GetChildren()) do if team.Name:sub(1, name:len()):lower() == name:lower() then return team end end -- If we get to this point, no team matched the one we were looking for :( end local function onPlayerChatted(player, message, recipient) -- Note: string.sub(message, ...) is the same as message:sub(...) if message:sub(1, joinCommand:len()):lower() == joinCommand:lower() then -- Matched "/JOINTEAM xyz" to our join command prefix "/jointeam " local teamName = message:sub(joinCommand:len() + 1) -- Cut out the "xyz" from "/jointeam xyz" local team = findTeamByName(teamName) if team then -- Set the team! player.Team = team player.Neutral = false else -- Tell the player that team could not be found :( player.Team = nil player.Neutral = true end end end local function onPlayerAdded(player) player.Chatted:Connect(function (...) onPlayerChatted(player, ...) end) end -- Listen for players being added for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end Players.PlayerAdded:Connect(onPlayerAdded)
This code sample, although lengthy, is quite simple: detect when a player chats /play, then put them on the “Playing” team. When they die, move them back to the “Spectating” team.
local Players = game:GetService("Players") local Teams = game:GetService("Teams") -- Two teams: one for spectators (default) and one for those playing the game local teamPlaying = Teams.Playing local teamSpectators = Teams.Spectating -- Command to play the game local playCommand = "/play" local function play(player) -- Set the player's team using one of the following: player.Team = teamPlaying player.TeamColor = teamPlaying.TeamColor -- Respawn the player (moves them to spawn location) player:LoadCharacter() end local function onPlayerDied(player, character) -- When someone dies, put them on the spectator team player.Team = teamSpectators end local function onPlayerSpawned(player, character) local human = character:WaitForChild("Humanoid") human.Died:Connect(function () onPlayerDied(player, character) end) end local function onPlayerChatted(player, message) if message:sub(1, playCommand:len()):lower() == playCommand then play(player) end end local function onPlayerAdded(player) -- Listen for this player spawning if player.Character then onPlayerSpawned(player, player.Character) end player.CharacterAdded:Connect(function () onPlayerSpawned(player, player.Character) end) end -- Listen for players being added for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end Players.PlayerAdded.Connect(onPlayerAdded)