I have it so the players are evenly sorted in to 2 teams at the start of the game and then are moved around and have their UI updated accordingly. The PlayerTeams function in the first screenshot is the function I use to identify and display what team each player is on.
When I test as a single player this all works as intended. The players are teleported to the proper teleporter and the UI updates to match. However when I test again with multiple players, real player or dummy, the UI does not match. As you can see in the screenshots below I took the same steps to recreate each screenshot, the only difference being one had just me and another had a test dummy.
If I understood it correctly, in both of your shared screenshots you are being send to the Orange Player Spawner but in the second one it says you are in the Blue Team, right?
In that case, what is happening is that your HUD MEssage Device is sending the same message to all the players. To avoid that, you can use two different HUD Devices (one for each team) and show the message as it corresponds inside the “if” in your “PlayerTeams” function immediately after you set the “TName” text.
By doing that, you will be sure that you are sending the corresponding message through a unique device per team instead of overwriting the message on the same device.
If this is not the case, I’d like to se more of how you are sending the players to the corresponding teams to check it from my side!
Pro tip: you can use “[ code] put your code here [ /code]”(remove the quotes and spaces to make it work!) to share your code in text instead of images, so it is easier to copy/paste and test it!
#It will look just like this
ExampleFunction():void=
Print("HelloWorld")
Hope this helps you! I’ll be waiting for your answer!