---
title: Timers and events
description: Create a battle royale experience in Roblox Studio. Code a timer and use bindable events for a match based game.
next: /education/battle-royale-series/creating-a-gui
prev: /education/battle-royale-series/managing-players
---
During the course of a round, the scripts will need to track time and send signals between different scripts. Time will be managed using a time script, while events, a concept in Roblox coding, will signal changes such as the end of a match.
## Send signals with events
With players now in the arena, events can be used to signal the start of the match and the code for the timer can begin. Later, an event can also be used to signal the end of the match, and that it's time to transition players back to the lobby.
These events aren't prebuilt, so custom event objects called **bindable events** will need to be created. Bindable events are often used for player-fired actions and are similar to events like `Touched` or `Changed`.
Multiple scripts can listen for the same bindable events. This keeps your code organized and makes it easier to add additional code for the start or end of the match later if needed.
### Create bindable events
Start by creating bindable event objects for the start and end of the match. Since bindable events don't interact with the client, they can be stored in Server Storage.
1. In ServerStorage, create a new folder named Events. In that folder, create two **BindableEvents** named MatchStart and MatchEnd.
### Use events
Right now, when players enter the arena, the intermission keeps restarting rather than beginning the timer. The main game loop needs to be told to stop and wait until the MatchEnd event fires before moving on to the next part of the code.
Events have two built-in functions: `Connect()` and `Wait()`. Instead of using `Connect()` like previously, call `Wait()` on MatchEnd to pause the game manager script until MatchEnd is fired. In this case, the wait function pauses the code until the game manager receives a signal that the match ended.
1. In **GameManager**, create variables for the `Events` folder and `MatchEnd` event.
```lua
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local matchManager = require(moduleScripts:WaitForChild("MatchManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchEnd = events:WaitForChild("MatchEnd")
```
2. Have the script wait for the match end event to fire before moving on. In the **loop**, at the **end**, type: `matchEnd.Event:Wait()`
```lua
while true do
repeat
task.wait(gameSettings.intermissionDuration)
print("Restarting intermission")
until #Players:GetPlayers() >= gameSettings.minimumPlayers
print("Intermission over")
task.wait(gameSettings.transitionTime)
matchManager.prepareGame()
-- Placeholder wait for the length of the game.
matchEnd.Event:Wait()
end
```
3. **Test** the game. Confirm that once players are in the arena, the intermission loop **does not** continue. The script is now waiting for the `matchEnd` signal to fire.
### Troubleshooting tips
At this point, the code doesn't work as expected, try one of the following below.
- Double check the usage of the dot or colon operators in `matchEnd.Event:Wait()`.
- Make sure that MatchEnd is a BindableEvent, and not another type, such as a RemoteEvent.
## Use a timer
One of the conditions that will cause the end of the match is a timer running out, which will be handled through the script.
### Set up the timer
To add a timer into the game, use the premade module script in the steps below. It includes functions to start and end a timer, as well as return the amount of time left.
1. In ServerStorage > ModuleScripts, create a new module script named Timer.
Replace the code with the code below.
```lua
local Timer = {}
Timer.__index = Timer
function Timer.new()
local self = setmetatable({}, Timer)
self._finishedEvent = Instance.new("BindableEvent")
self.finished = self._finishedEvent.Event
self._running = false
self._startTime = nil
self._duration = nil
return self
end
function Timer:start(duration)
if not self._running then
task.spawn(function()
self._running = true
self._duration = duration
self._startTime = tick()
while self._running and tick() - self._startTime < duration do
task.wait()
end
local completed = self._running
self._running = false
self._startTime = nil
self._duration = nil
self._finishedEvent:Fire(completed)
end)
else
warn("Warning: timer could not start again as it is already running.")
end
end
function Timer:getTimeLeft()
if self._running then
local now = tick()
local timeLeft = self._startTime + self._duration - now
if timeLeft < 0 then
timeLeft = 0
end
return timeLeft
else
warn("Warning: could not get remaining time, timer is not running.")
end
end
function Timer:isRunning()
return self._running
end
function Timer:stop()
self._running = false
end
return Timer
```
2. In MatchManager, require the GameSettings and Timer modules.
```lua
local MatchManager = {}
-- Services
local ServerStorage = game:GetService("ServerStorage")
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local playerManager = require(moduleScripts:WaitForChild("PlayerManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
local timer = require(moduleScripts:WaitForChild("Timer"))
```
3. Below the variables, create a new timer object by setting a variable named `myTimer` equal to `timer.new()`. This object will be used to call functions that start and stop the timer.
```lua
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
local timer = require(moduleScripts:WaitForChild("Timer"))
-- Creates a new timer object to be used to keep track of match time.
local myTimer = timer.new()
```
The timer module script can be called by other scripts to create more timers as needed, like if you wanted to have traps appear after a specific time. To use the timer in more than one situation, create a new Timer object, like `myTrapTimer = timer.new()`. Timer objects should only be used for a single purpose, rather than reused.
### Start and stop
Now that a timer is created, use the included functions `start()` and `stop()` during a match. Below is a description of each function and the parameter it accepts.
- `start(time)` - Starts the timer, with time in seconds as the parameter.
- `finished:Connect(functionName)` - When the timer finishes, runs the function passed as a parameter.
1. In **MatchManager**, create a new function named `timeUp()` to run whenever the timer has finished. Include a test print statement.
```lua
local myTimer = timer.new()
-- Local Functions
local function timeUp()
print("Time is up!")
end
-- Module Functions
function MatchManager.prepareGame()
playerManager.sendPlayersToMatch()
end
return MatchManager
```
2. Below `timeUp()`, add a function named `startTimer()` with a print statement. You'll display the timer in-game later.
```lua
-- Local Functions
local function timeUp()
print("Time is up!")
end
local function startTimer()
print("Timer started")
end
```
3. To start and stop the timer, in `startTimer()`:
- Call `myTimer.start()`. Pass in `gameSettings.matchDuration`.
- Call `myTimer.finished:Connect()`. Pass in `timeUp()`.
```lua
-- Local Functions
local function startTimer()
print("Timer started")
myTimer:start(gameSettings.matchDuration)
myTimer.finished:Connect(timeUp)
end
```
### Start the timer
The timer can be triggered at the start of a match using the Match Start event.
1. In MatchManager, under the module variables, create variables to store the Events folder, MatchStart, and MatchEnd (which is used in a future lesson).
```lua
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local playerManager = require(moduleScripts:WaitForChild("PlayerManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
local timer = require(moduleScripts:WaitForChild("Timer"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchStart = events:WaitForChild("MatchStart")
local matchEnd = events:WaitForChild("MatchEnd")
--Creates timer
local myTimer = timer.new()
```
2. Above `return MatchManager`, connect the match start event to `startTimer()`.
```lua
-- Module Functions
function MatchManager.prepareGame()
playerManager.sendPlayersToMatch()
end
matchStart.Event:Connect(startTimer)
return MatchManager
```
3. To fire the match start event, in `prepareGame()`, type `matchStart:Fire()`.
```lua
-- Module Functions
function MatchManager.prepareGame()
playerManager.sendPlayersToMatch()
matchStart:Fire()
end
```
4. Test the game. In the Output window, confirm that you can see the print statements for the timer's start and stop functions.
## Completed scripts
Below are completed scripts to double check your work.
### MatchManager script
```lua
local MatchManager = {}
-- Services
local ServerStorage = game:GetService("ServerStorage")
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local playerManager = require(moduleScripts:WaitForChild("PlayerManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
local timer = require(moduleScripts:WaitForChild("Timer"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchStart = events:WaitForChild("MatchStart")
local matchEnd = events:WaitForChild("MatchEnd")
-- Creates a new timer object to be used to keep track of match time.
local myTimer = timer.new()
-- Local Functions
local function timeUp()
print("Time is up!")
end
local function startTimer()
print("Timer started")
myTimer:start(gameSettings.matchDuration)
myTimer.finished:Connect(timeUp)
end
-- Module Functions
function MatchManager.prepareGame()
playerManager.sendPlayersToMatch()
matchStart:Fire()
end
matchStart.Event:Connect(startTimer)
return MatchManager
```
### GameManager script
```lua
-- 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"))
-- Events
local events = ServerStorage:WaitForChild("Events")
local matchEnd = events:WaitForChild("MatchEnd")
while true do
repeat
task.wait(gameSettings.intermissionDuration)
print("Restarting intermission")
until #Players:GetPlayers() >= gameSettings.minimumPlayers
print("Intermission over")
task.wait(gameSettings.transitionTime)
matchManager.prepareGame()
-- Placeholder wait for the length of the game.
matchEnd.Event:Wait()
end
```