So, I'm trying to pass a number value from the server to the client, but when it goes to the client, it prints out as nil.
Server Script:
local function Explode(Player, ExplosionPart, ExplosionSize, ExplosionTime)
local Explosion = game.ServerStorage.Explosion:Clone()
Explosion.Parent = workspace
Explosion:SetPrimaryPartCFrame(ExplosionPart.CFrame)
if ExplosionSize > 100 then
local Time = 5
game.ReplicatedStorage.Events.ShakeCamera:FireAllClients(Time)
print("Camera Shake Event Fired")
end
--other code
end
Local Script:
local runService = game:GetService("RunService")
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local function ShakeCamera(Player, Time)
local function updateBobbleEffect()
local currentTime = tick()
local bobbleX = math.cos(currentTime * 10) * 5
local bobbleY = math.abs(math.sin(currentTime * 10)) * 5
local bobble = Vector3.new(bobbleX, bobbleY, 0)
humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, 0.1)
end
local CameraShaker = runService.RenderStepped:Connect(updateBobbleEffect)
wait(Time)
CameraShaker:Disconnect()
end
game.ReplicatedStorage.Events.ShakeCamera.OnClientEvent:Connect(ShakeCamera)

1 comment
Remove the Player variable, onclientevent doesn't have a player variable like onserverevent